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Challenges Extended and Expanded

General mod discussion and requests.
alphaidiot
Posts: 66
Joined: Fri Sep 21, 2012 10:49 pm

Zeta is based on linear play

Post by alphaidiot » Sun Mar 10, 2013 5:36 am

Zeta is based on linear play so I guess it fits the type. I think three more can be added: collect Alien Crystals, bring back Samurai's sword, use death ray to the... planet.



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Aconagent just thought of a

Post by Risewild » Sun Mar 10, 2013 8:25 am

Aconagent just thought of a nice one but didn't posted here, how about gain the power armor training after we kill a certain number of power armor users (or something like that).r


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alphaidiot
Posts: 66
Joined: Fri Sep 21, 2012 10:49 pm

Risewild wrote:

Post by alphaidiot » Mon Mar 11, 2013 9:19 am

[quote=Risewild]


Aconagent just thought of a nice one but didn't posted here, how about gain the power armor training after we kill a certain number of power armor users (or something like that).r


[/quote]


But we meet most of power armored enemies after we reach Citadel. And because most of power armored enemies are Enclave, something toward them is relevant I think. For other power armored factions, how about [Outcasted]: being friend with Outcast, [Lyon's Heart]: After become the member of Lyon's suicide squad?



Aconagent1
Posts: 157
Joined: Sun Dec 02, 2012 5:38 pm

alphaidiot, the idea was that

Post by Aconagent1 » Tue Mar 12, 2013 7:22 pm

alphaidiot, the idea was that seeing other people use power armor would make you better yourself "Learn by Observation" so it could also later on give you mobility bonuses while wearing power armor. But getting Power Armor training would work as a rank 1 for starting in New Vegas where it's not as easy to get the training, and it would still help in FO3 because I don't blast through the main quest, I'm sure others don't either. I kill a fair amount of Outcasts and Enclave patrols before I get to the Citadel. Right now in the game, I took a break from the main quest right before you help Dad around Project Purity and I have 4 full suits of Enclave armor (repaired from other suits from the same guy) from the a-hole around Dukov's Place.


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Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

It might or might not work.

Post by Gribbleshnibit8 » Tue Mar 12, 2013 7:36 pm

It might or might not work. Challenges don't have a condition for something that specific. I could code around it in a couple ways, the most obvious being rather hacky and not open to extension, the second being more overhead and not the way challenges normally work.


I've updated the first post with a link to the spreadsheet of every challenge. The data listed are with the changes I've made already applied. Let me know what you guys think.


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alphaidiot
Posts: 66
Joined: Fri Sep 21, 2012 10:49 pm

 I see. We can't adopt the

Post by alphaidiot » Wed Mar 13, 2013 12:45 am

 I see. We can't adopt the original idea since there's no specified 'power-armored' condition in geck. And because Enclave faction are not entirely consisted of power armored soldiers, that faction counting won't work neither. I assume that taking x damage while wearing power armor might be available as a condition, only Gribble knows. wink


Anyway, I've just updated entries for the spreadsheet. This sounds fun!


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Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

Challenges are relatively

Post by Gribbleshnibit8 » Wed Mar 13, 2013 1:39 am

Challenges are relatively simple, but the simplicity can be used to make crazy things. For example, a challenge where you have to get a critical hit on Ambassador Crocker with any weapon I want to specify. They can be super specific, but they don't allow for more broad things like male/female specification, or PA users.


Most challenges are damage or kill type, since that's what we do a lot of in the game. But things like eating or using certain items works well too. I know there are collection challenges, but the system behind it is actually broken (you can drop the items and pick them back up for more credit toward the challenge). So it'll work for quest items, but not misc items (well, it will, but it can be cheated).


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Aconagent1
Posts: 157
Joined: Sun Dec 02, 2012 5:38 pm

Can you do the challenge

Post by Aconagent1 » Wed Mar 13, 2013 1:42 am

Can you do the challenge updates when you kill somebody who has xxxxxxxx in their inventory?


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Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

That's what I mean by "extra

Post by Gribbleshnibit8 » Wed Mar 13, 2013 2:25 am

That's what I mean by "extra overhead". I would need to implement a quest or perk that monitors kills and adds the item. I could do it via a hidden perk that would add death items, but I'm not sure how that works when companions kill things (I don't think it does). So the player would have to get the killing blow in order to get credit, which is what I mean when I say it might not work every time.


However, as I realized when making a few of these, they are limited by lists, which will need to be edited if a mod adds a weapon/enemy that meets the criteria, or it won't work for those weapons/enemies. So this will need a bit of thought.



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

 

Post by Gribbleshnibit8 » Sun Mar 17, 2013 3:12 am



  1. Should damage challenges be unlocked from the start, or after the first 100 kills with/against whatever the damage challenge is for?




  2. How should damage challenges be handled? My inclination is to put the generic skill type challenges at very high damage amount, with Good payouts, and the specific weapon type challenges (like shotguns or rifle grip weapons) at a considerably lower amount with a comparably lower XP reward.



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