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Move the necropolis to a mod #57189
Move the necropolis to a mod #57189
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You don't need to completely redo the old guard rep NPC, just the missions and talk_topics directly related to the necropolis.
@@ -207,10 +207,6 @@ | |||
"id": "flier_51", | |||
"text": "This is an illustrated poster for a brand of solar car. The vehicle is driving through a lush country side as small animals look on. The slogan \"Improving the world, one tank at a time.\" is written across the top. Someone used a blue pen to write \"who gives a shit\" across the slogan and put X's over the eyes of all the animals." | |||
}, | |||
{ | |||
"id": "flier_52", | |||
"text": "This is a poster advertising a underground bunker. The poster shows a nuclear bomb wiping out a city while a family huddles safely underground. There a slogan \"Concerned about enemy attack? Want to protect your family? Join the VAULT program today.\" which is written in the middle. However, there seems to be no information about *how* one might do so." |
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This one can probably stay, it's vague enough and may tie into future htings.
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
I think that this has been succeeded by #58842 If I am incorrect then I'll reopen this. I'm not sure if there is any desire to fully make it a mod, as an additional option. |
Summary
Mods "Take the necropolis out of the base game and put it in a mod"
Purpose of change
The necropolis is not very good content as it is, imo. It's a cool set of maps, terrible everything else. Erk suggested the whole thing be turned from a blaring FO reference into a bunker for some XEDRA sponsors, which would be cool. If I were more talented and dedicated I'd do that in a second, and maybe I'll work on that if this goes through. Frankly, getting this in is enough excitement for me, and as someone who actually did the entire necropolis more or less blind back in 0.D or 0.E, and was utterly disappointed, I'll be glad to recover even the little map space that it occupies on average.
Describe the solution
I moved the json to a mod. Some little things had to be changed in the base game, snippets and a couple of itemgroups moved to the itemgroups directory, and some dialogue. There are a couple of loose ends, though I don't think they can spawn, and there's a bit of snippetry that I don't know how to replace with modding, but I think this is good enough to start a discussion of whether there's interest in merging this mod.
Describe alternatives you've considered
Leaving it it. I think the necropolis is utter garbo, tho, so I'd like to take a stab at this instead. Also renovating it as described above or according to my own creativity, but I don't think that's within my grasp. We'll see if I can even do something as simple as this PR.
Testing
I did test this, and it did work as far as I could tell, in worlds with and without the mod active...but it was by copying the data folder into a downloaded version of the experimental. When I compiled, the game didn't run at all, tbqh, and that may be very bad. I might be about to find out that I've done something very wrong, forgot something that I did in a previous iteration of these files, or hopefully that I just wasn't compiling the game correctly and the mod/changes are fine. I apologize for any trouble, at any rate.
Additional context
Irradiated wanderers are still in, they were used elsewhere so I figured I'd leave 'em even if they're just lame references.