Fallout 4

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FlashyJoer

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Gun For Hire, the followup to February 2020's mod of the month, Crime and Punishment, has a newly added feature that I simply HAD to show you!

This is a brief demonstration of the newly coded/added system that allows Gun For Hire to interface directly with the Story Manager to bring jobs to Random Encounters while you are out and about, traveling around the Commonwealth.

Note: This new system does NOT override any forms, even the nodes in the base game's Story Manager are unaffected.

What you see here is but ONE possible outcome from this job offer - it just happened to be the one that randomly generated when the Story Manager fired the quest to occur. I know... I know... but it is what it is and sometimes, things like this are the harsh reality when you live life, post-apocalyptic.

Technical Notes:
What I have done is remove the REScript from being used on quests that the story manager will fire up when conditions are met - clarification, I do not use the base REScript on my own custom made quests for the Story Manager. I found a way to interface directly with the REParent script AND with the RETriggerScript that is attached to the "triggers" you walk into that tell the Story Manager to fire up a conditioned story node. Instead, I made my own version of the REScript that does some of the same things, but also does everything that the RE system simply doesnt. One key thing is that base game RE nodes will unload and stop running whenever you leave the cell they are happening in. I obviously couldnt have this happening, since if the quest giver unloaded and was removed from the game, you would never be able to complete the job. That was the key thing that made me do what I did. Plus, making my own interceptor script allowed me to add in other things tied to this mod uniquely, like asking for bonus pay and of course, being paid once the job was done.

All of this does not alter the existing random encounters, nor does it alter the Story Manager nodes. I simply cloned the conditions on those nodes onto my own custom nodes and then made the quests that they will start up, all with my own REScript attached to them.

And just like the base game Story Events, when mine fire, they will lock the trigger while they are running, so that no other RE can occur at the same time. And more importantly, if a base game Story Event is running in that trigger zone, my nodes will not start. There will never be interference between Gun For Hire's job nodes and the base game's story event nodes.

To drive that home, it is perfectly safe to run in the base game or alongside any mod that uses the Story Manager - the one from SKK comes to mind immediately - there will be no issues running that alongside this.

19 comments

  1. lister1911
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    But I still have my molerat disease cure! Nooooooooo!

    Lol, this is going to be a phenomenal mod. Does it play well with Sim Settlements 2?

    We need to crowd-fund you a new damn PC, or graphics card at least, Joe. Holy hell, you must be one very patient dude with as much testing as I know you have to do. My PC ain't the best, but I think your frame rate would drive me insane....
    1. FlashyJoer
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      The struggle is real.

      For example. Lets say it takes me 10 minutes to code a "function" within a single quest - just one small thing that happens - in this example, say to make the dog become injured, not recover from that injury like normal NPCs do and then to ensure when you shoot it once, that it dies.

      For the 1o minutes it takes me to code that, it takes me 5-10 minutes to load the game, 5 minutes to walk from RR to this campsite, ensuring that the random event occurs and then the painfully long time you see due to the frame rate. And then, say something didnt work quite right... exiting the game, my poor HDD needs to flush vmem usage cuz my 8 gigs is not enough for the CK and the game to be running at the same time (and closing the CK each time I test something like this is just crazy). It takes a good 5 mins for the scratch disk usage to return to 0%. Make a few tweaks and then repeat the process.

      Just to fine tune a function as simple as this one, an injured dog that doesnt die until shot and never recovers from an injury, due to my "hardware", it could take me a good 30-40 minutes to fine tune.

      Now imagine 35 missions in this mod, with LAYERS of those kinds of conditional functions, lol. Its no wonder it makes me close to a year to make a mod like this or Crime and Punishment.

      Oh yes, the struggle is real.

      BUT... I am determined to pick up a ROG Strix shortly with 16gig, an SSD and an nVidia 1660ti, so things will improve in the coming weeks, lol. :D
  2. Zavek00
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    that mission... it hurts so bad i wish you could just help it, stimpacks fix anything and even if they are expensive i would use one on his dog for free.
  3. Darkknightsparda
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    In response to post #91119713.


    Spoiler:  
    Show

    Darkknightsparda wrote:
    what happened to your *gun for hire* mod it's not dead is it?
    i ask because i can't find it on FO4 nexus


    "what happened to your *gun for hire* mod it's not dead is it?" <--- he asks, on a video posted JUST TODAY, advertising Gun For Hire's latest feature, where the first frame of the video shows the release date of the mod.

    I mean... I literally can't even...
     


     
    for real is it still in development and still planned for Xbox one? sorry i haven't been keeping up i was doing other stuff
    anyways what's happening with the mod?
     
    ok nvm it's still in development and that was just the beta which you explained would be removed when the final version is almost ready correct? sorry i didn't catch that sooner lol
    look forward to Xbox one release and tnx for adding the features without FO4SE
  4. Darkknightsparda
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    what happened to your *gun for hire* mod it's not dead is it?
    i ask because i can't find it on FO4 nexus
    1. FlashyJoer
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      "what happened to your *gun for hire* mod it's not dead is it?" <--- he asks, on a video posted JUST TODAY, advertising Gun For Hire's latest feature, where the first frame of the video shows the release date of the mod.

      I mean... I literally can't even...
    2. Thuggysmurf
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      Will the random encounters increase the player's reputation score? I read the entire first frame but didn't see that addressed.
    3. FlashyJoer
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      Yes, yes they do.
  5. candiedskull
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    That... that made me sad.
    Good work on the new job system. In an odd way, I think some of the scenarios will add some of that darkness to Fallout 4 that it lacks without going overboard.
    Odd ask, but is there a way to turn down payment for a job, without refusing to do the job? For some jobs, especially the random ones, it feels odd to get paid if you aren't playing a greedy character, but you may still want to "help"
    1. FlashyJoer
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      Yes sir! That is in fact a part of some of the jobs. Not all mind you, but the ones where heart strings may be at play, they certainly are (just not this dog one, lol). Im currently building one right now where that is an option.

      What I did with that is kind of simple. You can take the job with pay and they usually give out 2 REP points upon successful completion. But if you do it probono, you get no caps, but double the REP, so 4 in most cases. Gives the player a little more choice. Again, its not in all of the jobs, but in the more ... emotional ones where the player might have a vested emotional "hit", something that hits close to home, yeah, its an option.
    2. candiedskull
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      Ha, you think of everything. Thanks for the response
    3. FlashyJoer
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      FYI, I thought about it and went back in and added a "do it for free" to this job too. Cuz some people might feel bad about taking money for offing the dog.
  6. vicwhiplash
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    Crap... how bout Mole Rat cure? Shootin the Dogo is horrible. 
    1. FlashyJoer
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      There is only one molerate cure in canon lore though, which the player likely used on Austin or themselves. Gotta stick within the narrative or there will be those that whine about breaking "immersion".

      And... as noted, this is only ONE possible way this particular job can pan out. It just happened to be the randomly selected one when I was recording. And oddly, it is the outcome with the least possible chance of happening, so what are the chances I got it here? LOL... 33% chance, actually.
    2. MisterKen
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      Ignoring the poor dog scenario, which hit hard for me, I think this is going to be an amazing mod. I was hoping there might be additional random things that might happen in the world. What happens if you're currently on a job? Not sure I understand what happens then from the description.
    3. FlashyJoer
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      These are completely outside of the Assistant system. They will happen whenever their trigger conditions allow, per the Story Manager nodes in the game engine. You could be in the middle of an assistant job, come across joe-blow and pick up his little side quest, no problem.

      The assistant jobs only allow one at a time due to the nature of how it has to track the current job in order to cancel it, should you decide to talk to them to do that. Its not capable of monitoring multiple ongoing jobs and knowing which one is running or not, for the purposes of cancelling one. But for one job alone, it is able to track that.

      Mailbox jobs and out-in-the-world jobs don't have that "cancel" system, aside from telling the person you dont want to do their job, so there is no need to limit them to 1 at a time. If that makes sense.
    4. MisterKen
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      That's very cool. I like wandering in the world that I (added) mods, others or mine, to enjoy. Will like these random pick-up jobs even if they give us the case of the sads. :)
    5. FlashyJoer
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      That was only ONE outcome. You wont always get it, and if you do, there are other ways to resolve it without it resulting in blowing its head off. THAT was my choice in this example, cuz my Gwen can be literal (I mean, he did ask me to put it out of its misery) and heartless sometimes.
  7. GordonRamseyButtBoy
    GordonRamseyButtBoy
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    *shoots leg and head explodes into gibs*

    yaa did us a kindness
    1. FlashyJoer
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      Yeah, this is fixed, lol. I forgot to disable the dismemberment flag on the script.