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I Need Help With The Creation Of A Storyline. |
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14:35:44 28 June 2012 |
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{imperialreign}
Звуковой Шаман (Resident)
 On forum: 10/29/2008
Messages: 3075
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lobo's right - it's gonna deal mostly with info_portions, and building off from there . . . your first start should probably be to remove the kill_gunslinger IP which kick-starts the vanilla storyline.
It's gonna get messy - there's a lot of AI and item spawns, missions, and various other evenets/errata that are triggered by the vanilla IPs. Everything kinda daisy-chains off of itself.
When I was working on Frozen Sky, after removing the primary IPs given at the beginning of a game, I created new ones and mostly used those for testing conditions to trigger NPC conversations and spawns, instead of relying on the vanilla IPs. A good example: without Sid giving the mission to find nimble (the IP that goes with this), many of the beginning NPC conversations are entirelly different (Wolf, for example).
I'd presonally recommend, once you start testing the waters of this kinda modding, to sit down with some paper and essentially draw out your storyline/timeline - what triggers what, what side quests are triggered by what, in which locations these will occur, what NPCs need to be talked to, etc. so that you have a basic flowchart or info_portion "tree" - it will serve as a visual guide as to where info_portions will need to be assigned, taken away, tested for, etc.
You also don't need to rely on one specific IP for an event - you can test for multiple IPs before triggering an event, or lack of a specific (or combination) of IPs as well.
THink of it like:
If actor has x and y, then a; if actor has x but not y then b; if actor does not have x but has y then c; if actor has neither x or y then d.
I kinda think of IPs as evolving if/else statements within the game itself, lol
{Frozen Sky mod for Shadow of Chernobyl - WIP}
http://www.moddb.com/mods/frozen-sky
{SoC Ambient Audio Overhaul feedback thread}
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=16655&sec_id=16
{CS Ambient Audio Overhaul feedback thread}
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=19653&sec_id=22
{CoP Ambient Audio Overhaul thread}
https://gsc-game.com/index.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=704&sec_id=18
FRIENDLY ZOMBIE
http://www.youtube.com/watch?v=fY824sqVSfA
WE'RE NOT MUTATION, WE ARE EVOLUTION.
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16:12:48 28 June 2012 |
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Derranged
Senior Resident
 On forum: 04/12/2010
Messages: 1009
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---QUOTATION--- lobo's right - it's gonna deal mostly with info_portions, and building off from there . . . your first start should probably be to remove the kill_gunslinger IP which kick-starts the vanilla storyline.
It's gonna get messy - there's a lot of AI and item spawns, missions, and various other evenets/errata that are triggered by the vanilla IPs. Everything kinda daisy-chains off of itself.
When I was working on Frozen Sky, after removing the primary IPs given at the beginning of a game, I created new ones and mostly used those for testing conditions to trigger NPC conversations and spawns, instead of relying on the vanilla IPs. A good example: without Sid giving the mission to find nimble (the IP that goes with this), many of the beginning NPC conversations are entirelly different (Wolf, for example).
I'd presonally recommend, once you start testing the waters of this kinda modding, to sit down with some paper and essentially draw out your storyline/timeline - what triggers what, what side quests are triggered by what, in which locations these will occur, what NPCs need to be talked to, etc. so that you have a basic flowchart or info_portion "tree" - it will serve as a visual guide as to where info_portions will need to be assigned, taken away, tested for, etc.
You also don't need to rely on one specific IP for an event - you can test for multiple IPs before triggering an event, or lack of a specific (or combination) of IPs as well.
THink of it like:
If actor has x and y, then a; if actor has x but not y then b; if actor does not have x but has y then c; if actor has neither x or y then d.
I kinda think of IPs as evolving if/else statements within the game itself, lol ---END QUOTATION---
That is a very, very in depth explanation of the situation that I truly needed to even attempt to succeed at creating a Storyline.
What I mainly wanted to do with the game is start off clean, no spawns. All you have is the Levels and yourself (Have everything except for Quests and NPC's really). From there I really wanted to build onto the game, creating totally new spawns in totally different locations to sort of mix up the game, and to make it not look as if it is just another mod.
I will have a look into the Info Portions and attempt to disable some of them, or maybe all of them at that (I can just guess this is impossible).
Thank you for your help Imperial! 
Whisper Of The Zone: http://www.moddb.com/mods/stalker-whispers-of-the-zone
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17:44:15 28 June 2012 |
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Vintar
a bit of this and a lot of that (Resident)
 On forum: 08/08/2008
Messages: 6349
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---QUOTATION--- lobo's right - it's gonna deal mostly with info_portions, and building off from there . . . your first start should probably be to remove the kill_gunslinger IP which kick-starts the vanilla storyline.
It's gonna get messy - there's a lot of AI and item spawns, missions, and various other evenets/errata that are triggered by the vanilla IPs. Everything kinda daisy-chains off of itself.
When I was working on Frozen Sky, after removing the primary IPs given at the beginning of a game, I created new ones and mostly used those for testing conditions to trigger NPC conversations and spawns, instead of relying on the vanilla IPs. A good example: without Sid giving the mission to find nimble (the IP that goes with this), many of the beginning NPC conversations are entirelly different (Wolf, for example).
I'd presonally recommend, once you start testing the waters of this kinda modding, to sit down with some paper and essentially draw out your storyline/timeline - what triggers what, what side quests are triggered by what, in which locations these will occur, what NPCs need to be talked to, etc. so that you have a basic flowchart or info_portion "tree" - it will serve as a visual guide as to where info_portions will need to be assigned, taken away, tested for, etc.
You also don't need to rely on one specific IP for an event - you can test for multiple IPs before triggering an event, or lack of a specific (or combination) of IPs as well.
THink of it like:
If actor has x and y, then a; if actor has x but not y then b; if actor does not have x but has y then c; if actor has neither x or y then d.
I kinda think of IPs as evolving if/else statements within the game itself, lol
That is a very, very in depth explanation of the situation that I truly needed to even attempt to succeed at creating a Storyline.
What I mainly wanted to do with the game is start off clean, no spawns. All you have is the Levels and yourself (Have everything except for Quests and NPC's really). From there I really wanted to build onto the game, creating totally new spawns in totally different locations to sort of mix up the game, and to make it not look as if it is just another mod.
I will have a look into the Info Portions and attempt to disable some of them, or maybe all of them at that (I can just guess this is impossible).
Thank you for your help Imperial! ---END QUOTATION---
good thing you say you have time, cause to do what you want, and to do it well would take two years maybe more 
VALA: Vicious Attack Llama Apocalypse.
The apocalypse starts soon!
[link]http://www.valagame.com/[/link]
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15:05:18 29 June 2012 |
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{imperialreign}
Звуковой Шаман (Resident)
 On forum: 10/29/2008
Messages: 3075
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As Vintar pointed out, it's gonna take a shit-load of time. When I had my backup-loss with Frozen Sky, I only had Cordon, Garbage and Red Forest done, and I lost 1.5 years worth of work . . . just saying, lol. I'm sure Vintar remembers that, as I was bouncing ideas off of him left and right. Anyhow, if you need any help with stuff here and there, or have any questions - especially about getting started by eliminating the vanilla storyline - feel free to shoot me an email or get in touch somehow, and I'll see what I can do 
{Frozen Sky mod for Shadow of Chernobyl - WIP}
http://www.moddb.com/mods/frozen-sky
{SoC Ambient Audio Overhaul feedback thread}
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=16655&sec_id=16
{CS Ambient Audio Overhaul feedback thread}
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=19653&sec_id=22
{CoP Ambient Audio Overhaul thread}
https://gsc-game.com/index.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=704&sec_id=18
FRIENDLY ZOMBIE
http://www.youtube.com/watch?v=fY824sqVSfA
WE'RE NOT MUTATION, WE ARE EVOLUTION.
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