How Special Encounters Could Be Made

Post » Sat May 28, 2011 3:13 pm

[img]http://www.newvegasnexus.com/imageshare/images/1329910-1292721686.jpg[/img]


In the Classic Fallouts, there was no "wandering the wasteland" you traveled using a world map with a grid, so while on the world map and traveling between one area to another you'd occasionally get interrupted by enemies randomly (a random encounter).

Special encounters were different though.

As Quoted From The Vault "Special encounters are random encounters, often non-canonical, and are unique compared to more common encounters which may consist of hostile NPCs. They usually serve as entertaining points of humor, though some are very dangerous (Mad Brahmins), while some grant access to unique, sometimes powerful loot (Bridge Keeper). Most of these encounters consist of humorous pop culture references or other games or even earlier Fallout games (The Cafe of Broken Dreams). "

-----------------------------------------------------------------

I've started this thread with the hope that we can hash out a way to making the Classic Fallout encounters (Bridge of Death, Godzilla Footprint, Tardis, Vorpal Bunny, etc.) possible, and perhaps open the possiblites of new ones in the future.

All encounters should of course be tied to the Wild Wasteland perk, so that way players can play the game with or without encounters (Which are all silly since that is what they are all supposed to be)

I came up with two possible ways (Saying this now, I'm not a modder I'm the idea guy)

Method 1
Using New worldspaces (theres a mod with a blank one) and a script that activates on new exterior cells.

The details are this, the script has a chance of activating everytime you enter a new cell while your outside (so you can't walk into a building and encounter the bridge of death)

The script would up your chances of encounters by your luck skill, level should also probably be a factor so you don't get weapons and armors too early.

The script once activated, would give you a choice by using a standard message box, The box would say something like
"You have encountered a group of men banging halves of coconuts together (Monty Python), Do You wish to proceed? Yes or No."
Choose yes and your character is teleported to the worldspace of that encounter, does the encounter and leaves using an activator and message box.
Choose no and continue on your journey until the script promts you again.

This method would ensure no space is used that could conflict with other mods. And makes the encounters truely random, as there would be no specific cell to go to, to force the encounter.
Of course their would need to be certain cells that activate the script so you don't encounter things in towns or while fighting outside.

Method 2.
The encounters would be done similar to upgrading houses, by having the objects always present but disabled, and a script that activates either randomly or upon something like the 4th time the courier loads that cell.
Then by disabling normal area objects and enabling the encounters objects the encounter would appear. However this would make the encounter use possible conflicting space, and also would make them in one set location rather than truely random.
A second script would need to activate to disable all the objects again after the courier is done with the encounter, so as to minimize conflicts possibly.

So those are hopefully how special encounters may be done, as I said before, I can't even mod a bit, not even port mods, but this is what I could come up with. I look forward to any critisim since it'd make the community one step closer to Classic Fallout type encounters.

I've uploaded what was left of the first attempt named S.E.R (Special Encounters Reborn) when the team suddenly disbanded.

Here is a link to the file here on Nexus for anyone who is still interested however.

http://www.newvegasnexus.com/downloads/file.php?id=38545
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GabiiE Liiziiouz
 
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Post » Sat May 28, 2011 8:29 pm

The most recognized encounter is Fallout 2's Bridge Of Death

[media]http://www.youtube.com/watch?v=3S1myy2NDGI[/media]

Based on http://www.youtube.com/watch?v=cV0tCphFMr8.



-----------------------------------The Bridge Of Death----------------------------------------


Using a blank worldspace, making a canyon with a bridge. Perhaps using invisable walls so as to keep people from jumping off into the canyon.

And using the forcedialog script to mkae sure the player doesn't just immediately kill the bridgekeepr.

The actual bridgekeepr, would use robes like this, which would be very resistant to energy weapons.
[img]http://www.fallout3nexus.com/downloads/images/6502-1-1242801875.jpg[/img]

He would have a large amount of HP, but no weapon.

To voice him you can use sound clip sites.

The three questions could be.

1. What is your name?
Answer: PCname

2.What is your quest?
Answer: To find the men who shot me. (We will assume you haven't killed them yet)

Now the third one I've been a bit undecsive
I'd suggest if possible, a way to make more than one possible third question,
Such as
What is the airspeed of an unladen swallow? (This would be voiced)
Then there would be Fallout Related questions.

And on all wrong answers there would be an instant kill script (that should work even if your in god mode) just like in the original.



-----------------------------------Cafe Of Broken Dreams----------------------------------------



The second most iconic encounter (and one of the most useful, since you got dogmeat in it.) is The http://www.youtube.com/watch?v=j8XbzqUeGoE, which was most likely a reference to 'Boulevard of Broken Dreams', where the main character sees dead people from his life.

There already is a mod in the works thats attempting to add Fallout 3 companions called http://www.newvegasnexus.com/downloads/file.php?id=38409, I'm planning to ask the author if he'd like to be involved with making an actual Cafe. That way it'd be humorous and useful, just as it was originally.

Assuming method 1 works. The Cafe would be set in a small world space with ruined buildings (maybe like a copy and paste of boulder city, and then add in the cafe.)

The Cafe would include memorable past characters (un-aged) from previous games, such as James and the Lone wanderer, (perhaps working with http://www.newvegasnexus.com/downloads/file.php?id=37649) or just assume the default look and that the wanderer was male.

Others would include persons from Fallout 3 having drinks together who wouldn't normally, maybe http://fallout.wikia.com/wiki/Three_Dog and http://fallout.wikia.com/wiki/Augustus_Autumn as well as "discarded player models" (See video at beginning, "why does it have to be a white guy? Can't a black man save the world?" lmao)

If it was done well it'd most likely become a very popular mod just by it self. There are other combinations of unlikely buddies, Eden and Elder Lyon, Liberty Prime and A Behemoth (They'd have to be scaled down, and could mention that their size was all green screen or something.)

[img]http://static.creativecrash.com/galleryimages/700/screen.jpg[/img]
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Shannon Lockwood
 
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Post » Sat May 28, 2011 10:37 am

The original creators of Fallout seemed to be fans of Monty Python since there has been several references in most of the games include New Vegas and Fallout 3.

In Fallout 2 There were three special encounters involving Monty Pythons Holy Grail

1. Bridge Of Death (Mentioned Above)

And I'll post how the other two could be made right now since I'm talking about them.

The encounters would have to be in order otherwise it wouldn't make since so I'll go into how that could be done later.



-------------------------King Arthur's Knights Part 1------------------------


The first encounter would be http://fallout.wikia.com/wiki/King_Arthur%27s_Knights
(However in-game we would call it, a group of strange men in power armor. Since your supposed to get the reference in the dialog, not off the bat.)

It would be a small playing area (to fix the problem where you can see forever, I'd suggest surrounding the area with montains or large rocks to block the view of the blank world)

There would be 5-7 heavily armed men in power armor and one man standing in front of everyone else. (Since in Fallout 2 you could get their armor, and that should be the case here as well, kill them if you want but no reward for it.)

Again on approach you'd be forced into dialog with the one in front. His name will simply be "Strange Man"
Some of his dialog could be voiced using the sound clips from the movie,

His first line would be voiced
"Who are you?"
Your answer
This next line cannot be voiced unfortunately
"Do you know where we may find the Holy Hand grenade of Anitoch?"
(Now even though you may have the grenade you will not be able to say that you have it.)
[Puzzled, You point in a random direction and nod.]
"You know much that is hidden, o Tim" (I'd suggest using audcity to cut off the o tim part of the sound clip)
http://www.intriguing.com/mp/sounds.php#2

And with that dialog ends, and the knights walk away and dissappear or walk out of sight, the courier then uses the exit and leaves the encounter using a scripted activator to return them to their inital location.





-------------------------King Arthur's Knights Part 2------------------------



Also known as "The Vorpal Rat Encounter"


The second encounter would only become available to occur after the first one has been completed
(Perhaps a script line such as EncounterAuthursKnights=1 then Vorpal rat encounter becomes a possible encounter.)

This encounter was actually cut from Fallout 2, it was completed but not implemented and was restored during the restoration mod for Fallout 2.

In a second encounter with King Arthur's Knights you encounter them battling a giant rat. (As a parody of this famous scene from the movie.)
[media]http://www.youtube.com/watch?v=pmu5sRIizdw[/media]

Anyways, this encounter would require a bit more work, mostly more scripting.

The setting would be small again, surrounded by large rocks (to block the blank worldspace view problem that occured in Fallout 3 when people made new lands) and there would be a cave in the rocks. (When I say cave, I mean a nook or small area, no need to make a secondary area.) and around the mouth of the cave would be tons of skeletons and human gore.

The knights would be busy battling the vorpal rat with very high advanced in-game weapons, the weapons and armor should still be unattainable.
(None of the characters would appear hostile to you. So you don't get murdered)

I'd suggest a very high damage on the rat so that if a player tries to kill the rat with normal weapons, they will be killed instantly.
Then somehow make the knights and rat either essintial (and script a death for them) or have godly amounts of health so no one dies too early.

Inside the cave should be a holy hand grenade (This grenade should have a different item ID than the original HHG's).
It could be scripted to forceEquip on you when you pick it up. And when thrown should use a large nuke explosion effect (in case you svck at throwing and miss it can stll be reasonable that it kills the rat anyways), but (if possible) be scripted to only cause the rat to die, and not cause the knights to become hostile and kill you and your followers.

You could include dialog with the Knights afterwards, but as there was none in the original encounter I have no idea what to suggest, perhaps a custom sword called Excaliber that does moderate damage. (Could just be a machete and he'll call it a sword. He bangs coconuts together, for goodness' sake)

After all that is over the courier uses the scripted activator and leaves the encounter.




-----------------------------------The Tin Man Encounter----------------------------------------

This one is an obvious reference to "Wizard Of Oz"
It's a very simple encounter but its still kinda enjoyable.
In-Game It should be titled "You encounter a man in power armor."
The "http://fallout.wikia.com/wiki/Tin_Man" will have on remnant armor (since originally he wore adv. power armor)

When you first enter the encounter all you will see is the tin man and setting, you approach him and are forced into dialog (but he can't move remember that)

All he says is "Oil can.......oil.....can...."
That ends the first dialog

He won't able to move at all until you give him the "oil can" (which you can model from scratch or find something in game to make into an oil can)
So I'd suggest some sort of script the disables all of his idle animations and paralyzes him. (Also make his armor unattainable and him essential)

The setting would be small so that you would be able to find the oil can easily,

Once you get it you approach the man again and its (the oil can) removed from your inventory.
The script keeping him still would now be disabled and he will walk to you and initiate dialog
Simply saying "I'm Freeeeeeeeeeeeee!!!!!!" (Fallout 2 Original Dialog, I'm not that silly)
(Heres where you can change things a bit.)
Maybe he gives you some stimpacks or food, nothing too nice, but you get XP for helping him.

Then as usual you take the scripted activator and return to your intial position.
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Hayley O'Gara
 
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Joined: Wed Nov 22, 2006 2:53 am

Post » Sat May 28, 2011 10:06 am

-------------------------Giant Footprint Encounter------------------------

[img]http://images2.wikia.nocookie.net/__cb20090221094105/fallout/images/2/22/Fo1_Foot.png[/img]

A parody that Godzilla like creatures are roaming the wastes.

This is a reference to a (very) short film "Bambi Meets Godzilla", the content of which you can probably guess from the picture I've put here.

The actual footprint would need to be adding either by a custom model.
Or possiblely by editing pieces of the ground in order to mimic the look of a giant footprint.
(By lowering a footprint shaped piece of terrain, this is probably the easier way)

Inside the giant footprint should be a bloody corpse. Squished to hell or just make him torn apart and bloody and gory.

On the body should be a Japanese jumpsuit (Just rename the chinese one), a stealth boy,
and a note saying something like

"Damn it-san I came to America to get away from things just like this!!"

And thats the encounter, nothing really happens its just supposed to make you laugh a bit at the irony and whatnot.



-------------------------Nanuk And His "Little Tribal"------------------------


This is not an actual special encounter, but I feel that people would like it.

It'd be a two part encounter just like King Arthurs Knights (Mentioned Earlier).

In the first encounter, which in-game we will call "A Female Raider with a Male Slave"

Where in the encounter you are immeditately attacked by a female raider named Daisy, if possible she should look as [censored]tly and nasty as possible.
The slave will be distant enought so that you can kill Daisy without hitting him and making him hostile.
After she's dead you will be forced into dialog with the male slave, whose name will be "Nanuk"

Here is the dialog he will speak (voiced)

"Ohhh! You please free Nanuk? Daisy not nice to Nanuk's "Little Tribal," She do bad things. Things that hurt. Nanuk now have bad rash that smell. Please free Nanuk. I need to see medicine man soon. I run now,. Must find shaman quick."

Heres a video with the proper voice dialog. (Its not copyright to use a sentence is it?)
[media]http://www.youtube.com/watch?v=4MQI4ROoZY0&feature=related[/media]

To get the dialog I'd suggest a youtube audio ripper. (They are free so no worries)


-------------------------Nanuk And His "Little Tribal" Part 2------------------------


This is not an actual special encounter, but I feel that people would like it.

It'd be a two part encounter just like King Arthurs Knights (Mentioned Earlier).

In the second encounter, which will not be availible until the first encounter is finished, In-game we will call this one "A Familiar Man and His "Little Tribal""

Here we see our favorite Tribal Nanuk again this time he will have on scribe robes, and he appears to still have problems, as you approach him, he will force dialog on you.

Here is the dialog he will speak this time (voiced)

"Brotherhood Shaman is as bad as Daisy! He gave Nanuk "Invasive Swab Test" that realy hurt! Nanuk no take Brotherhood shamans pills to get rid of rash! No trust man who cause Nanuk great pain! I will dip "Little Tribal" in oil and chase away the evil spirits with fire!"

Your reply should be something sarcastic...along the lines of "Okay Nanuk, you do that. I'll just be going "away" from the crazy tribal I met just now."

End dialog, and exit the encounter, and thats it for Nanuk. (Unless you want to add a third encounter with a burnt skeleton name Nanuk =P We could call it "A Familiar burned corpse, and his Little Tribal")

Heres a video with the proper voice dialog. (Its not copyright to use a sentence is it?)
[media]http://www.youtube.com/watch?v=uJDSFHnjrgQ[/media]

To get the dialog I'd suggest a youtube audio ripper. (They are free so no worries)
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Kayla Keizer
 
Posts: 3357
Joined: Tue Dec 12, 2006 4:31 pm

Post » Sat May 28, 2011 10:53 pm

Okay I've got some encounters that would be fairly easy. (with the text problem fixed anyways)

Post which ones you'd really like to see outline guides for and I'll make them. I'll getting these out of the way since they arn't as funny as the others and they'd be quick encounters.


These are all quoted from http://fallout.wikia.com/wiki/Fallout_Tactics_special_encounters

Sixth Sense - Again a brahmin farm filled with ghost-brahmins and a living one, named Cole, that says, "I see dead brahmins". Spoof of the movie "The Sixth Sense".

Titanic - You found Jack Dawson. He has the "Heart of the Ocean" gem and an 'artistic' drawing of a girl (It's a stick figure with boobs). The gem will get you heaps of cash when sold. Parody Of Titanic

Canadian Invasion - You encounter a border control group protecting America from the dangerous Canadians. Parody of the Mexican Border issue, as well as cannon since in-game history states America did conquer Canada.

Komodo Man - In this encounter, you'll find Komodo Man wrestling a Komodo Dragon in front of a large audience. If you wait around long enough, the dragon will eventually kill Komodo Man. Spoof Of Steve Irwin (This was way before his death)

Terminator Brahmin (B1000)
[img]http://images3.wikia.nocookie.net/__cb20080121163130/fallout/images/f/f8/B1000_FoT.jpg[/img]



The Four Horseman of the Post-Apocalypse - War gets defensive about Ron Pearlman's (Narrator) comments about him, while the others brag.

[img]http://images1.wikia.nocookie.net/__cb20091018011938/fallout/images/5/52/FourHorsemanPostApoc.jpg[/img]



Brahmin Playing Poker - In this encounter the Player will discover a group of Brahmin playing poker and exchanging dialogue with one another. If the player gets too close the Brahmin run from the scene saying "Holy Cow! It's the Feds!" implying that their poker game is illegal. Joke on the "Dogs playing poker" painting.

[img]http://images2.wikia.nocookie.net/__cb20080121173709/fallout/images/a/a4/Brahmin_Poker_FoT.jpg[/img]


Amelia Earhart - In this encounter, you discover a long lost airplane and the remains of a pilot's skeleton, presumeably Amelia Earhart, hanging out of the cockpit.

These are Easter Eggs from past games, but could be made into special encounters or into dialog.

[img]http://www.nma-fallout.com/fallout2/eggs/disturbance.jpg[/img]
He is talking about the nuclear blast killing much of the enclave at the time. (Fallout 2)
Reference to Star Wars, Obi-Wan Kenobi says something like this when the Death Star destroys the homeworld of Princess Leia.

(Fallout 2) Reference to the show South Park. - You can find boxes of Cheesy Poofs at various points in the game.

(Fallout 2) A pair of brothers, When asked about their jerky, and they will say: "It's made with eleven herds and spices, and it's finger-lickin good"

(Fallout 2) Reference to Mike Tyson biting of ears - In the basemant of Desperado in New Reno, there's a boxer who says his name is Mike and he likes ears.

(Fallout 2) Reference to Final Fantasy VII - In combat, Cassidy will say, "I wish I had a limit break."

(Fallout 2) Reference to Austin Powers: International Man of Mystery - In the Den graveyard, the bottom left tombstone tells you that it's occupant was decapatiated by ill-tempered mutant sea bass

(Fallout 2) Reference to Austin Powers: International Man of Mystery - A man having bathroom troubles in the game says "Who does Number two work for!?", which is a line Austin Powers delivers as he is being strangled by a thug in a Las Vegas bathroom stall in the film
Also, In a battle in the Enclave Oil Rig, somebody said "I've got a bag full of Shhh with your name on it!" (Dr. Evil)

(Fallout 2) Reference to Nicole Kidman and Tom Cruise - When you try to join the Hubologists in San Francisco, you are told to go see Vikky Goldman, and Juan Cruise who are high ranking members (and porm stars). The Reference is that hubology is really Scientology, and that Vikky Goldman and Juan Cruise are really Nicole Kidman and Tom Cruise

(Fallout 2) Reference to Dirty Harry - Quote from magnum's description: "being that this is the most powerful handgun in the world, and can blow your head clean-off, you've got to ask yourself one question, do I feel lucky? Well, do ya, punk?" This is Clint Eastwood's famous line in Dirty Harry.




-------------------------The Guardian Of Forever------------------------


[img]http://images2.wikia.nocookie.net/__cb20090721205408/fallout/images/thumb/2/20/Fo2_Guardian_of_Forever.png/558px-Fo2_Guardian_of_Forever.png[/img]


In Fallout 2, The Guardian of Forever encounter, is a time portal which lets the player travel back in time before the start of Fallout 1 to break the water chip in Vault 13 (Causing the beginning of the series, paradox-ily) After breaking the water chip it says that "the vault has maybe 100-150 days left of water, this comforts you for some reason." Its a reference to something from Star Trek apprantly.

This is the only encounter that was partly created by the S.E.R team including myself.

In the encounter you also get a solar powered gun, If anyone has a good ray-gun mod (should be a custom gun and we only need 1)
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Calum Campbell
 
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Post » Sat May 28, 2011 10:53 am

-------------------------A 'Twilight' Parody Encounter------------------------

Suggested By Terralventhe

He had two possible encounters

1. You encounter a group of women with shirts reading "Team Edward" or "Team Ed" carrying shovels and other melee weapons, standing around the body of a super mutant named Jacob/Jake.
The women proceed to attack you and on their bodies are copies of a book named "Sunset" as well as many drugs and possibly teddy bears.

2. You encounter a pale girl, walking along with a feral ghoul she calls Edward, during or after dialog Edward kills her and turns hostile. You again find a copy of the book called "Sunset."

They arn't well developed yet, but I see some potential since Twilight is such a popular movie many would get the references I believe.





-------------------------------An Encounter With The Thriller-------------------------------------

Okay so I've had this idea for along time, and I didn't know I wasn't the first, but I'm glad so I can now show you what this would look like almost exactly! Hooray!

In this encounter, which in-game we will call "You encounter the Thriller and his followers"
you find a group of ghouls dancing in impossible ways, as a song fills the air,

The one in front (being non-feral so he can equipt clothes)
He should have on either a retextured merc charmer outfit to look like the red jacket in the video, (If someone wanted to do the extra work)
Or perhaps a suit and fedora?
Some sort of outfit that Michael would wear.

The rest i'd suggest be feral and glowing ghouls to keep with the original music video, but the video I've included looks good too.

Using Umpas animations this encounter would be fun and relitivaily easy to make.

http://www.newvegasnexus.com/downloads/file.php?id=35297

[media]http://www.youtube.com/watch?v=g9SV8I0_KMc[/media]
[media]http://www.youtube.com/watch?v=zkXQcRlEGog[/media]
Yeah I thought it'd be a good encounter too, I really hope that whoever starts this project, contacts me, as I think we could avoid the copyright on Michaels Music by only using clips, maybe the encounter can be 5 minutes long, 1 mintue per song with a few different dances,

if possible we could make the ghoul change outfits for each (like white clothes for smooth criminal, red for thriller, etc.) Of course I'd request a quick texture of a hat to a white color, and the merc charmer could be the thriller jacket.

I really can't wait to find someone to make this with me, all I can do is outlines and information, but I need modders and scripters if anyone wants to see this made.
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Bek Rideout
 
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Joined: Fri Mar 02, 2007 7:00 pm

Post » Sat May 28, 2011 10:00 am

Well, it's all great to do the older parody's and such, but you should also think about making new ones. You know, the whole personalization thing.


I am, I've done a few alreadly like the "nanuk and his little tribal" encounters, and the "thriller" encounter, then we discussed a pair of "twilight" parodies.

I've been thinking of a hannibal lector parody as well. "Hello....Courier, do you still hear the brahmin scream when you dream?" (bad example I'll post better ones later)

- Michael Vick getting eaten by wild dogs.
- The george bush shoe incident V.A.T s fail joke.
- Just about anything to do with Arnold Swarchzenagger.
- A ghoul and an old man, the ghoul says they were hunting and the old man shot him in the face. (dike Cheney Incident)
- One on Bill clinton possibly?
- Obama Encounter?
- There are a ton of ways to make fun of Forrest Gump
- Definity need an Avatar parody
- A chuck norris joke, since they are so many to choose from

Nice to see a progress update. Looks good. :D You guys should create a couple of your own unique special encounters as well.


Currently planned Special Encounters include:

- Bridge Of Death
- Encountering Monty Pythons King Arthur And His Knights
- Encountering Monty Pythons killer rabbit (rat in-game) and the Knights battling
- Nanuk And His "Little Tribal" on 2 occasions
- The Tin Man Encounter
- The Cafe Of Broken Dreams
- The Guardian Of Forever and Past Vault 13
- A wonderous encounter with the Ghoul King Of Pop
- More To Come Later

Possible (But at the moment we should focus on the classics first, then add new ones as time passes) Future Encounters Still Being Discussed
- Zombie Hitler and SS officers
- Tardis From Doctor Who
- Twilight Parodies
- Giant Footprint and Squished Japanese Man
- Cameo From Crypto From Destroy All Humans games.
- Guitar Hero Parody
- Tiger Woods Being Beat With a 9 Iron By His Wife.
- Gunslinger (Outfit) and Mexican Bandito (Rauls Outfit)
- Men In Black And Crashed Alien Ship (MIB Parody)
- Hubologists (Scientology Parody)
- Mad Max and His Dogmeat (Parody Of Fallout since Fallout is based on Mad Max)
- Ninjas (Since Ninja Mods Seem rather popular)
- Perhaps some encounters with anime characters (Trigun, etc. I see requests and things like these a lot)
- The Master Chef (Parody Of Halo) This one I'll probably revise.
- We Need a Hitchhikers Guide To The Galaxy Encounter, (But the whale would take too much work)
- More To Come Later.


A request for a special encounter may I?


You may, as a matter of fact I encourage it. Since I'm making this for others then I'd perfer to put out things people will laugh at or want to find.

So your hamster idea is good, it could be done by change NPC sizes and making a cage out of various static objects.


I've also thought up a little Easter Egg I'm thinking about including.

In a multi-parody of Halo, Xbox players, and Fallouts Bobbleheads, I thought we should include skulls in the Mojave, with hard to find placing like the bobbleheads, and that play the xbox achievement when you pick them up.

The xbox achievement pop-up could be done like the combat assistance mod, or perhaps force an item to equipt and script it to play.
To make things more fun the skulls messages will insult the player, like "Blu Bloop" (Achievement Sound) You found the "I waste my life skull" or the "A hand is not a girlfriend" skull, funny little quips like that.

[img]http://img560.imageshack.us/img560/3936/girlfriendskull.jpg[/img]


Well, with all the custom content for Fallout New Vegas and Fallout 3 we actually already have much of the resources we need.

We activly worked on it for about 3 weeks and got a very very complete encounter and the basis for a couple others, most of the time I'm mainly just trying to get ahold of people and find new and interesting things to include.

I brought this idea up months ago and over at Nexus and it's slowly gaining momentum.

The main obsticle is getting modders and keeping thier attention, since when a member says they want to move on to something new it's inconvient since it can halt the mod.

But when it's finished it will be very complete, I'm not letting us take any shortcuts on things that would make it less fun or interesting. (Besides we're already mainly just recycling other modders outfits, areas, weapons, npcs, etc. If they are good enough.)

Oh I forgot to mention we are looking for more team members again.

And that after we release a good stable beta, then I will try to keep the project going, with add-ons of different types if possible. Most likely I'll start different mod teams since some modders will be more passionate about one type and not another.

Random enemy encounters like old rpgs/final fantasy like encounters, where it's just you and your party vs. your enemies in a generic area to fight.

User-request Special Encounters, we'll take team members and the most popular or funny encounters suggested and make them, like a twilight parody and family guy, etc. Just new and fun encounters to include.

User-Requested Types, If someone comes up with a popular encounter type, then we may attempt it.

Vanilla Gameplay Related Encounters - This one was suggested recently and I felt it had merit, they suggested that we could make encounters driven by players choices throughout the game, like perhaps meeting Victor in new places, Finding Boones wifes body, Cass' father, NCR patrols fighting, Legion catching slaves, etc.

Also from the last idea we thought we may do the same for the DLC possibly, and if anyone makes a popular quest mod then we may collaborate with the creator. Like we did with Demeggy and his Doctor Who (Fallout Who) mod, although he did all the work himself, we like to think his encounters will be as good as ours.

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Anthony Santillan
 
Posts: 3461
Joined: Sun Jul 01, 2007 6:42 am

Post » Sat May 28, 2011 7:58 pm

Haha, well, first of all, there's a function "IsPlayerMovingIntoNewSpace" you can read up on it here: http://geck.gamesas.com/index.php/IsPlayerMovingIntoNewSpace

it basically tells you yes you're moving into a new cell or no, you aren't, and you can set conditions for another section of the script to run when it finally says yes (meaning you fast traveled or left the cell)

the section of script that would need to run would need to wait for probably 2 minutes or so, with a timer that starts as soon as you leave the cell, (basically giving the player time to load in the new area)

after the timer's up, another function would be set to run using the function "GetRandomPercent" http://geck.gamesas.com/index.php/GetRandomPercent

set a variable for it like "int EncounterDice" or something and set it to the GetRandomPercent.

you wouldn't need to disable the encounter with a desperate script. just set a constant global variable for each encounter and make it required to be 0 to start the encounter. at the end of the encounter put something like "set EncounterToggle to 1" then that script can never run again unless you script in a way to change it back to 0.

then you have the next segment of script set to only run when EncounterDice hits a specific number, or give it a higher chance to happen by setting a group of numbers, something like:

If EncounterToggle == 0
If EncounterDice >= 5 && EncounterDice <= 10
;show the accept encounter message box
set EncounterToggle to 1
EndIf
EndIf

that would give it about a 5% chance instead of 1%. you can make it less than one percent by having GetRandomPercent Run several times and add onto itself. run it 10 times and you have a chance to happen out of about 990

and yeah, you could make getting that encounter enable another one. in the new encounter's global variable, set it to a constant 1 and make getting the first encounter set the new encounter to 0 at the end of the script.

Haha, I'm reading your topic on the forum and answering this at the same time so some of my answers may be out of order, and i see i explained some things you asked about later in the post, sorry about that

the scripting for making encounters happen would be no trouble at all. scripting the actual events of the encounter i couldn't help you with yet, i haven't tried scripting any quests, npc actions, ai, stuff like that at all. i've been dealing primarily with magic effects, manipulating objects and the worldspace, etc.

the biggest problem i always seem to face is how to make sure the script is running on the player in the first place. the easiest method would likely be a hidden perk. it wouldn't show up in your perk list, but the effect it applies on the player would be this script, constantly.

i do know how to do message boxes and menus though, so let me know if you ever need help with that.

Alright, i think that covers your questions there, let me know if you need to know anything else.

PS: I stopped working on that car and started working on the airship... be excited, it's just a flying chair right now while i'm setting up it's fake physics effects, and it's already easily one of the most complex vehicle mods ever done... it actually banks when you turn, haha.



If anyone is willing to build on his explanation it'd be appricieated.

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My blood
 
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Post » Sat May 28, 2011 11:05 pm

Well thats most of the thread, If anyone is interested in the idea or would like to view the original version of the threaad (It's about 8 pages though since it is a popular idea)
Here are links to the original thread and a thread devoted to user-suggested parody and encounter ideas.

  • http://www.thenexusforums.com/index.php?/topic/273125-how-special-encounters-could-be-made/
  • http://www.thenexusforums.com/index.php?/topic/274632-post-your-ideas-for-possible-parodies-for-the-special-encounters-mod/


And if anyone is interested in picking up things for the S.E.R mod again just message me here or as SimplyWayne90 on the other 2 major Fallout forums (Nexus, or Underground).

Hope you all enjoy the methods and ideas mentioned here, Hopefully someone will take up the idea or will contact me about continuing S.E.R
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Connor Wing
 
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Post » Sat May 28, 2011 9:00 pm

I'd leave the political encounters out...

Someone did make a random encounter mod for FO3, I'm not sure if it worked 100%
but it would 'grab' a person while they were fast traveling and stick them in their own world space for the encounter.
I remember the mod, because voiced one of the random encounters.
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Jeffrey Lawson
 
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Post » Sat May 28, 2011 9:04 pm

Possibly a corpse in front of a barn in cowboy attire named Juan Marston or something.
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Matt Gammond
 
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Post » Sat May 28, 2011 11:42 am

Possibly a corpse in front of a barn in cowboy attire named Juan Marston or something.


I think thats a good idea, I hadn't even thought of doing a RDR one, but It'd fit in perfectly with the western theme of New Vegas.

And Occam's Razor, I haven't seen that mod, if you can please link it for me, since it sounds alot like mine and I may be able to find the author and collaborate.

I know of a very seperate "Special encounter" mods that only focus on a single encounter like WilliamSeas guadian of forever encounter, or the Holy Hand Grenade mod, or the mod that recreated the purple robes for the Bridge of Death all of whom have given permission to me to use thier resources if I can ever start S.E.R up again.

I'm not able to make mods for Fallout so any work on S.E.R was always done by enthusiastic modders who volunteer, as well as all the custom resource were pulled (with permission) from other mods so that we didn't have to remake every single custom piece for the encounters.
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Georgine Lee
 
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Post » Sun May 29, 2011 12:49 am

And Occam's Razor, I haven't seen that mod, if you can please link it for me, since it sounds alot like mine and I may be able to find the author and collaborate.

I know of a very seperate "Special encounter" mods that only focus on a single encounter like WilliamSeas guadian of forever encounter, or the Holy Hand Grenade mod, or the mod that recreated the purple robes for the Bridge of Death all of whom have given permission to me to use thier resources if I can ever start S.E.R up again.

I'm not able to make mods for Fallout so any work on S.E.R was always done by enthusiastic modders who volunteer, as well as all the custom resource were pulled (with permission) from other mods so that we didn't have to remake every single custom piece for the encounters.


Hmmm, this was an attempt to have random encounters happen during fast travel, I can't find anything on
the nexus, but I remember voicing one encounter, I was a little "blurry" during that time period, so
around that time I don't remember a lot, but IIRC it was "almost" working but there was something that couldn't be ironed
out, so it's possible it was turned into a one encounter mod, it was an alien looking for Jet or Turbo,
meh it looks like it's gone, wish I could remember more details about it, but that time period is too hazy

Who's Juan Marston?
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Juanita Hernandez
 
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Post » Sun May 29, 2011 12:42 am

Oh well, Maybe I'll come across it someday, but thankfully my version would use a different method that relies on scripts already in-game, just modified, Method 1 has been the most popular so far mainly since it would mean no conflicts with other mods and would ensure completely random places to have the encounters since you'd just be walking along and *pop*

A message screen pops up and says "You have encountered a group of men in Power armor followed by men with coconuts. (Obviously we can't actually include coconuts in Fallout)" Do you want to avoid this encounter [Yes] or [No] and then move on.

And to the second part.
It's a John Marlston parody idea, I'd likely rewrite it to make it very obvious that its a joke about John Marlston from Red Dead Redemption.
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Trent Theriot
 
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Post » Sat May 28, 2011 9:25 pm

Oh well, Maybe I'll come across it someday, but thankfully my version would use a different method that relies on scripts already in-game, just modified, Method 1 has been the most popular so far mainly since it would mean no conflicts with other mods and would ensure completely random places to have the encounters since you'd just be walking along and *pop*

A message screen pops up and says "You have encountered a group of men in Power armor followed by men with coconuts. (Obviously we can't actually include coconuts in Fallout)" Do you want to avoid this encounter [Yes] or [No] and then move on.


Sounds good.

And to the second part.
It's a John Marlston parody idea, I'd likely rewrite it to make it very obvious that its a joke about John Marlston from Red Dead Redemption.


I'm assuming Movie or Game reference then, obviously there's going to be some encounters I don't get. :vaultboy:
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Claudia Cook
 
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Post » Sat May 28, 2011 3:00 pm

Yes, I'll try to make sure that most of the encounters are of things most people know, but of course some will be geared towards select groups, like I know Fallout is very popular in Russia (It still makes me laugh a bit since they're the original "Reds") so I'd likely include some encounter making fun of Russia or something popular or famous in Russia. But likely you'll get most of the references immediatly since I'll try to make them obvious but funny.
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Elina
 
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Post » Sat May 28, 2011 6:11 pm

Gotta have a reference to S.T.A.L.K.E.R. in there somewhere.
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IM NOT EASY
 
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Post » Sat May 28, 2011 2:10 pm

Likely we will include one, since we are allowed to use Stalker resources.

-------------------------------------------------------------------------------------------------------

Also the S.E.R project will likely revive shortly thanks to members returning and new volunteers from the community, so if anyone else would like to help please contact me or post here, and I'll take the time to show how we do the encounters and let people choose which they'd like to work on from the encounter list (Just look at some of my earlier posts) I'll tell you the basic limits we have to follow so that each encounter is unique and mysterious.

Later on we will begin to develope new custom user-suggested encounters after we do the originals first.

Actually I layed out ideas of several different ways random encounters could be developed.
  • Random Combat Encounters, Much like Final Fantasy and other RPGs where you randomly are attacked while walking, we;d set it up that your teleported to random generic battlefields with enemies, (both based on your location) This could make new challenges to Veteren players, by having these custom areas with cover, traps, perhaps even a small percentage of challenging boss' and things.
  • User-Suggested Encounters, I can imagine this would be very large, it would be an add-on to the originals and contain the most popular and funny encounters for players to experience.
  • Random Generic Areas to explore, I talk to Djmysto often (creator of AWOP) and he likes this idea so eventually we may work together to create generic areas to sneak around, and we'd have small generic quests like leading a patrol of troops from your perfered factions, quests on finding random objects while fighting your way through the dungeon/building.
  • Cameos from Fallout 3, An idea suggested by a few users, like meeting Uncle Leo again, meeting Harold again (They suggested that eventually his whole body would be able to move through the trees so he could travael in a sense), Seeing Sarah Lyon or outcasts, etc
.

Glad to be back on S.E.R everybody, please show your support with ideas, constructive critisism, and of course you can help us create encounters, areas, custom items or textures, or help design NPCs.
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Anna Krzyzanowska
 
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Post » Sat May 28, 2011 1:40 pm

You HAVE to run into a skull named "Murray"

For those that don't get it...."Monkey Island" reference.
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Jessica Colville
 
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Post » Sat May 28, 2011 5:52 pm

I really want to include skull jokes, mainly since they can parody lots of things, I wanted to include collectable skulls like in Halo, but they'd insult you like "You've found the....Wasting your life skull" :hubbahubba:

And I'd like to make Wilson from Cast Away and various jokes like those.
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Mr. Ray
 
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Post » Sat May 28, 2011 6:18 pm

You HAVE to run into a skull named "Murray"

For those that don't get it...."Monkey Island" reference.

Also, one named Manny, another classic Lucasarts reference.
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Red Bevinz
 
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Post » Sat May 28, 2011 11:16 pm

Hello Everyone!

We've decided that while this thread is fantastic, its a bit confusing for all the new readers on all the different forums so we at the S.E.R team have made several fresh discussion threads on the http://www.newvegasnexus.com/downloads/file.php?id=38545 over on Nexus.

For readers Who want to make suggestions on possible encounters and scenarios please post your ideas on
The http://www.thenexusforums.com/index.php?showtopic=371034. We hope to post a list of the encounters that have already been suggested soon.

For modders or anyone wanting to discuss the building and scripting of S.E.R we have
The http://www.thenexusforums.com/index.php?showtopic=371033 to discuss with fellow modders on methods and also if modders would like to join the team.

For General discussion on S.E.R or Special Encounters from Fallouts 1, 2, and Tactics then please post on
The http://www.thenexusforums.com/index.php?showtopic=274642

Thanks to everyone who has posted and supported this project, We need all the support and help if you want to see us complete a great mod.
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Bones47
 
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