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- ThoraldGM's Super-Specific Scavver New Year's Resolution Mod Development Plan
- - ThoraldGM | ThoraldGM.com | 20180101
- Anyone who follows me knows that all roads lead back to Scavver. This year I intend to prove it. Here's a list of my projects for this year and how they benefit my Scavver overhaul.
- CURRENT PROJECT: HITCHHIKER
- I got derailed from my Diamond City SWAT overhaul when I jumped over to HH, under the mistaken assumption it would be a quick mod to make. The original plan was for HH to only be a map destination randomizer that supplemented my use of the Start Me Up mod in gameplay. 209 random or specific destinations later, a slew of (25) menu options includes a teleport spincam, time/weather controls, and healing.
- How Hitchhiker helps Scavver: Not much. I did say derailed, after all.
- However, an interesting chain of events occurred as a result:
- - SKK50 asked me how Scavver handled being unloaded when player moves away. SKK Battleground mod has a similar problem due to player moving while enemies spawn (player is the center of a PUBG-style circle that constricts over time). SKK50 has turned unload testing into a meticulous science, which is now well-documented on YouTube.
- - Reading up on SKK50's work led me to Spawns of the Commonwealth, the successor/inheritor of War of the Commonwealth. SsmB_92's experiments with NPC spawn points overlap my own work with Hitchhiker. SOTC's Discord has become my default place to hang out and talk shop, especially since my own server is new and less active. But mostly because I enjoy being there. The server is a nice mix of general chat and the individual projects / abilities that everyone brings to the table. If the Fantastic 4 were Papyrus scripters, SOTC's server would be the HQ.
- - I think this group of spawn mods is going to influence NPC mods for some time. And anybody working on global NPC mechanics is on my radar.
- - On that note, I also created an account on the Sim Settlements forum. Discord invite pending. With the release of Rise of the Commonwealth, SS has NPCs auto-generating cities. Plus introduced a city visitor system. I would like to program an add-on that lets players zone areas for only Scavver to build on. That would eliminate the incompatibilities of the Vault111Ext trailer being a hard-coded spot. And again, any innovation that globally affects NPCs is worth contributing to.
- These are useful tangents that may lead to interesting collaborations, but let's get back to discussing my specific projects.
- NEXT PROJECT: WHO ARE YOU
- This will basically be a message box version of Kassent's mod Better Console F4SE. The plan is for player's cloak effect to identify and display everything about every encountered NPC. Then I will make the NPC the central recipient of that hyper-awareness, either through cloaking or cloak by player proxy.
- How Who Are You helps Scavver: awareness is the cornerstone of the AI experience. Every reaction and the resulting personality that surfaces comes from a foundation of being aware.
- But I self derailed from Diamond City SWAT, right? Why would WAY be next? Because I want Diamond City security to be aware, too. This is what I mean when I say every project contributes toward the next one.
- OVERHAUL WIP: DIAMOND CITY SWAT
- Before the Creation Kit was available, I used a handful of tools to remove guard helmets and give them better weapons. These changes were direct edits in FO4Edit. DCS 2.0 replaces those edits with player cloak scripting. As the player walks around, guards in radius are identified and upgraded dynamically. By the time they are in line of sight, they are Diamond City SWAT. But why stop there? What if the player could choose any outfit, any weapon? Stats? Faction? Suddenly, Diamond City becomes a total reflection of what the player wants. A player-driven makeover of the Great Green Jewel, guarded by an elite force that can be supplied and recruited (with a mod like UCF).
- How Diamond City SWAT helps Scavver: Teaches me how to make MCM menus. Implements a test case of Who Are You. Advances mob AI functionality.
- PLANNED PROJECT: I SEE WHAT YOU DID THERE
- This will be the event sniffer version of Who Are You. Every event-generating action will be sent from the player to an NPC. Everything from reloading a weapon, to looting, to cooking. How can NPCs react if they don't know what's happening around them? Individualized reactions are a major way to display personality. And personality, frankly, is why anyone bothers to develop AI. Whether it's how somebody fights back, or how a companion hangs out, personality is key. The question will be... how to develop a framework that can easily be used by companion makers and non-programmers (writers, voice actors, etc).
- How I See What You Did There helps Scavver: By this point, Scavver will recognize WHO someone is and WHAT they are doing. Hype.
- PLANNED PROJECT: WILL YOU GO WITH ME
- This is a bit more complicated and conceptual. The idea came from my frequent use of UCF to recruit anyone who happens to be walking past. There is no decision tree, no delicious uncertainty, just blind acceptance of recruitment. I want NPCs to analyze their own goals, size up my perceived stats and goals, then decide whether we are a good match. THEN reply yes, no, or maybe (ask again after ___).
- How Will You Go With Me helps Scavver: According to the Matrix, the illusion of choice is what makes everything believable.
- END GOAL: SCAVVER
- First NPC to grow a beard. To recognize radstorms and put on protective gear. To walk to and loot containers. To appraise found weapons and armors, then automatically use them if they are better than current gear. To build a home after scavenging. To teach perks to players by demonstration.
- First NPC to act like a player.
- Imagine fixing what is wrong with Scavver. Then add in the ability to make decisions by appraising people and events. THAT is my resolution for 2018.
- Can it be done? Hell yeah. Let's go out there and kick some ass.
- #HackThePlanet #CodeIsPoetry
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