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Created by

strangeWindmill

Uploaded by

Solshura

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About this mod

Adds a configurable delay based on number of bounty missions completed and/or player level reached to "The Trackers Alliance" Misc quest to keep the trackers from looking for you until you have some defined experience.

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Changelogs
Am I the only one who finds it just a bit odd that the Tracker's Alliance is deeply interested in recruiting a fresh miner recently kidnapped by a robot?  It seems like they'd be a bit more selective in who they gallivant across the blackest sea to bring on as a hired gun.  And yet here comes our Mysterious Tracker friend interrupting protocol 'Indigo' based on rumors of our "exploits" - despite the fact that there aren't any yet. It doesn't make sense.

My immersion.  It is ruined.

To avoid having my newly minted nutritionist-turned-miner being accosted by a strange woman asking if she wants her to grab a rifle and start playing Boba Fett while on the way to the train, I've changed the way the initial trackers alliance quest starts to actually check if you have any experience or demonstrated interest in bounty hunting.


I have shown no such inclination in my entire life. Please stop following me.

Exact details are below.

Details
No loose files, medium master

  • Set SFBGS003_MiscPointer to no longer start on game start.
  • Created a new node under Location Change Story Events that watches for if the player lands in a major city (Neon, New Atlantis, Akila).
  • Created a Quest node under that that checks if the player has completed 5 or more bounty missions or space bounty missions (as tracked by "MB_MissionsCompleted00Bounty" and "MB_MissionsCompleted09BountySpace", respectively) before starting the SFBGS003_MiscPointer quest.

End result on how it'll play out is that once a player has 5 or more of one of the mission types completed, the next time they land in the major city the quest will start in the background.  And then once the player moves to one of the locations the Mysterious Tracker will follow you to, she'll be there.

Configuration

As of the 1.2.0 update, gameplay options are available to manage the included global settings.  Players still have the option of using their own custom settings using Real Time Form Patcher or other means, but this is a simple option available without using external dependencies or the console.  Please see the media tab for a list of the settings.

As of the 1.1.0 update, global variables are available to control the behavior of this mod. These can be altered via normal means, but for convenience a Real Time Form Patcher txt file is provided in the optional files providing some typical configuration options (default settings, increasing/decreasing bounty counts, or disabling the "number of bounties" check). All options are commented out (disabled) by default. Players can uncomment and tweak is needed, and the options will be applied on game start.

Globals
  • sw_ttad_UseBountiesCompleted: Flag determining if the bounty check is applied. If 0(false), The number of completed bounties will not be taken into account.
    • Default: 1(true)

  • sw_ttad_TrackersMissionCount: The number of bounties the player will need to reach to start the quest, if sw_ttad_UseBountiesCompleted is 1(true).
    • Default: 5

CompatibilityIf other edits have been made to SFBGS003_MiscPointer, those will need to be patched and/or you'll need to decide which edits you want to win and adjust LO accordingly.  Otherwise, the new story manager nodes are new, so no conflicts there.

There shouldn't be any issue installing this on an existing save, but at the same time it only really matters for new saves - existing saves will most likely already have the quest started already, and this won't do anything about that.

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