Labels and Scripts

Thorgrimm

Senior Elder
Joined
Sep 26, 2003
Messages
2,772
Location
Expanding the Brotherhood
After seeing (O)ndatra's excellent suggestions for new scripting, I took it to heart and here are the new scripts for the goody huts. :D

#GOODY_MONEY
Our troops have found $NUM0 caps in the wreckage of a caravan.

#GOODY_MAPS
Our troops found the body of a trader and he had maps of this region.

#GOODY_CITY
The survivors in this village has joined us for protection!

#GOODY_NOTHING
Nothing but weeds grow in this destroyed village.

#GOODY_SETTLERS
The $BARBARIAN0 $UNIT1 have joined us in gratitude for their rescue.

#GOODY_MERCENARIES
The $BARBARIAN0 $UNIT1 mercenaries have heard we pay well and want to enter our employ.

#GOODY_BARBARIANS
We have disturbed an angry $UNIT1 nest.

Any other suggestions please do not hesitate to suggest.:)




:nuke: Cheers, Thorgrimm :nuke:
 
Just curious - It's possible to change the way individual civs talk? I mean, civ diplomatic dialog is REALLY strange for the Fallout world. Would be interesting having each leader talking with they own style - Like, say, Maxson talking with his slang-ish military way, Richardson being all patriotic, The Master being weird, Set using his jamaican lingo with Dirtnaps and all of it, and such. Could be quite interesting and fun.
 
Just curious - It's possible to change the way individual civs talk? I mean, civ diplomatic dialog is REALLY strange for the Fallout world. Would be interesting having each leader talking with they own style - Like, say, Maxson talking with his slang-ish military way, Richardson being all patriotic, The Master being weird, Set using his jamaican lingo with Dirtnaps and all of it, and such. Could be quite interesting and fun.

Slaughter it is possible, just a pain in the backside to find out who says what. I think the diplomatic matrix in the editor has something to do with it, but I will be damned if I can figure it out.




:nuke: Cheers, Thorgrimm :nuke:
 
It is very easy: walk around the map and meet all new civs. Write down their greetings and track them in the list 31 opening greetings (corresponding to the civs). The civ with the 6th line with keep having the 6th line for all comments. Easy peasy... ;)
 
I finished making the script.txt file where the Science advisor says particular things. I had to wing a few of them though. :)
 
I finished making the script.txt file where the Science advisor says particular things. I had to wing a few of them though. :)

Yeah I can tell, never played Fallout huh? ;) :D




:nuke: Cheers, Thorgrimm :nuke:
 
Sure, if you want to do some civilopedia work that would help immensely. :D

Sure... I find it totally uncool that we few-to-no descriptions in Civilopedia. And weirdly enough, I'm seeing some techs that are not supposed to be in the mod's civilopedia like "polytheism" and such. And I can't find some mod advances, like Scavenging and such. Maybe they are showing under their original names?
 
Sure... I find it totally uncool that we few-to-no descriptions in Civilopedia. And weirdly enough, I'm seeing some techs that are not supposed to be in the mod's civilopedia like "polytheism" and such. And I can't find some mod advances, like Scavenging and such. Maybe they are showing under their original names?

Yup, the pedia work was last on the list of things to do. I wanted all of the changes in before finalizing the pedia. otherwise I would have spent more time on that than anything else. So if you can help with that, it would speed things up considerably by taking it off of my plate. :lol:
 
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