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Revamps the randomized Hub 01 mercenary into a defined character #56843
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Spell checker encountered unrecognized words in the in-game text added in this pull request. See below for details. Click to expand
This alert is automatically generated. You can simply disregard if this is inaccurate, or (optionally) you can also add the new words to |
CC: @John-Candlebury, since Hub 01 is kind of their thing |
This looks like something I'd like to do for the arsonist character in the refugee center. I was hoping to flesh them out a bit more, but have zero idea how. I shot you a message on the CDDA discourse forum. Would you be able to walk me through the process? Additionally, if you'd like to write up more NPCs I'd love to toss my hat in the ring. |
I haven't heard any concerns or discussion about this so far, so it should be ready for review and possibly merge (if everything seems ok). |
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Agreed
The minor spelling error I discovered during my review has not been resolved yet. |
What would that be? Your comment only makes a remark about what the character says in their intro text, not any kind of grammar concerns. |
There was a second comment regarding line 389 of NPC_Cranberry_Foster.json. They say |
Good eye, thanks. |
Summary
Content "The randomized Hub 01 mercenary is now a defined character, with a new name, personality, and background"
Purpose of change
Pretty much everything in my initial PR to create Smokes can be repeated here; in addition to wanting to update the dialogue and polish out kinks, I think that consistently-appearing characters/static NPCs are much more interesting when they're genuine characters with defined personalities and behavior.
Describe the solution
The new NPC is named Cranberry Foster, because I couldn't think of anything else for the first name. They're a former park ranger with blond hair, blue eyes, and rose skin. Personality-wise, they're very laid back and a little awkward, but generally patient and always genuine.
Code changes:
NPC_ROBOFAC_MERC_1.json
toNPC_Cranberry_Foster.json
. All Git history is preserved in the new file.obsolete.json
.Dialogue changes:
Describe alternatives you've considered
Considered having the NPC spawn in as part of an EOC that triggers when the player is returning to Hub 01 after being away instead of immediately after finishing
Steal a dead man's mind
, to try and flesh out the sensation of things happening while they weren't there. I'm still open to this, and I might do it in this PR, but I wanted to get the meat and potatoes of the change up onto Github before I made smaller tweaks.Writing is relative, so I'm open to suggestions.
Testing
Spawned in Hub 01 using the overmap editor and progressed the questline using spawned-in items until the NPC spawned. Walked through all of the dialogue options; verified that gold trading was working, as well as dialogue options changing or appearing as Cranberry's trust with the player grew.
Additional context