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Bloomfield Space Center design document/Kyle the Hook dialogue

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Publication
Bloomfield Space Center design document/Kyle the Hook dialogue
VB design document
Statistics
authorDamien Foletto
publisherInterplay (leaked internal document)
release dateOctober 1, 2005
medium.doc file
pages15
download15 Karl.pdf
Connection
Bloomfield Space Center design document
 
Gametitle-VB
Gametitle-VB
Gametitle-VBThe following is based on Van Buren and has not been confirmed by canon sources.

This is a draft of dialogue for the character Kyle "the Hook" which was included in the Bloomfield Space Center design document for Van Buren, the canceled Fallout 3 by Black Isle Studios.

Document start icon The following is the original document or a transcript thereof.
VB DD15 npc Kyle the Hook

Level - 12

STATS
ST - 05
PE - 08
EN - 05
CH - 03
IN - 04
AG - 07
LK – 06

Traits – Finesse, One Hander

PerksDemolition Expert, Tag!

Tag SkillsDeception (90%), Traps (110%),

Firearms (105%), Persuasion (70%)
Dialogue Info
Author Damien Foletto
Dialogue Name 15 Kyle
Creature Name 15Kyle
Example Dialogue Name: 02 Porter
Example Creature Name: 02Porter


'ere's probably the most-commonly-used check script: GetTotalSkill (PCSpeaker(),SKILL)

You might want to set up an autocorrect option in word so you don'have to type out the whole thing (I have mine set up so if I type gett it spits out the above check with an ==1 at the end of it).


Try using "Avellone-style" node numbering. That's w'ere you give the node a "number" that's actually a unique word, such as TELLABOUTSELF: for a node w'ere the PC has asked an NPC to tell about himself. Just refer to that word with your Goto statements (like Goto TELLABOUTSELF: ) an' when you're all done with the dialogue you can do a global replace for that word with a real number. Doing this means that you can group nodes by topic in the dialogue file an' not have to worry about renumbering if you have to insert another node later.

If you use this method, be sure to make the word something that is unique an' won't accidentally be used in other parts of the dialogue; ASSHOLEINSULT is a good word, just ASSHOLE isn't because if a node has a character actually saying "asshole" the global search would catch that, too. You can also use a colon character at the end of the unique word like I did in the TELLABOUTSELF: example, above. Whatever you do, don'use a number all by itself as a placeholder like this … I learned the hard way that some numbers pop up everyw'ere an' doing a global replace on them totally screws up your dialogue!

For an example of this method, check out the Avellone_Dialogue_Example_Ordor.doc file in Tools/Design/Documents on sourcesafe (the same place you find this dialogue template file).


Journal entry table
Column 1 is the journal entry number (starting with 1 an' increasing by 1 each time)
Column 2 is the quest ID (which the Dialogue Editor generates for you when you enter the dialogue name into the stringtable.
Column 3 is the actual text that'll appear in the PC's journal. It should be written in first-person ("I this, I that, they did something to me.")
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2
 


Experience Table
Column 1 is the XP entry number (starting with 1 an' increasing by 1 each time)
Column 2 is the XP amount for that entry. We haven't defined how we're describing this just yet an' I don'know if we're going to use the FR6 system, so for now just put "low", "medium", or "high" an' assume it'll be tailored to the PC's level somehw..
Column 3 is the actual text that'll appear in the text window during gameplay. It should be written in second-person ("You gain 500 XP for killing all the humans.")
1
2
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1)

Node 1
Comment Starting Conditions
Reply 1
Comment
Condition
Action
Link 1 Goto 9
Comment Third time after warning time
Condition GetGlobal("12_Third_Time")==1
Action
Link 2 Goto 8
Comment Second time
Condition GetGlobal("15_Talked_Kyle")==1
Action
Link 3 Goto 2
Comment First time
Condition GetGlobal("15_Talked_Kyle")==0
Action SetGlobal("15_Talked_Kyle",1)

2) First Time (SC)

Node 2: First Time
Comment
Condition
Action
NodeText 1 Holy <SHIT>, what brahmin pinched you out its <ASS>? Why you botherin' Kyle the Hook, anyways? Go talk to Sid over there if you wanna trade – I ain't got time to <DICK> around.
Comment If PC is hideously ugly; i.e. <3 CH. And Bear is not dead.
Condition GetPrimaryAttribute (PCSpeaker(), PRIMARYATTRIBUTE_CHARISMA) <3
Action SetGlobal("15_Fugly_PC",1)
NodeText 2 Who the <FUCK> are ya and why ya talkin' to Kyle the Hook?
Comment If CH is >=3
Condition GetPrimaryAttribute (PCSpeaker(), PRIMARYATTRIBUTE_CHARISMA) >=3
Action
Reply 1 Uh, yeah... So, Sid told me you're the leader of the Rusty Hooks. I've some questions about you and your gang.
Comment A non-dumb response for being an ugly sucker
Condition IsSmartPC() &&
GetGlobal("15_Fugly_PC")==1 &&
GetGlobal("15_Rusty_Hooks")>0
Action
Link 1 Goto 3
Comment
Condition
Action
Reply 2 Me never be in Brahmin butt . Sid said you leader, you know stuff.
Comment Dumb response for being an ugly sucker
Condition IsDumbPC() &&
GetGlobal("15_Fugly_PC")==1 &&
GetGlobal("15_Rusty_Hooks")>0
Action
Link 1 Goto 4
Comment
Condition
Action
Reply 3 Me <CHARNAME>. Me ask questions.
Comment A dumb response
Condition IsDumbPC() &&
GetGlobal("15_Fugly_PC") < 1
Action
Link 1 Goto 6
Comment
Condition
Action
Reply 4 I'm <CHARNAME>. I'd like to ask you some questions.
Comment A non-dumb response
Condition IsSmartPC()
Action
Link 1 Goto 7
Comment
Condition
Action
Reply 5 Kyle the Hook? I've a bounty on your head I intend to collect.
Comment A non-dumb response for being an ugly sucker
Condition IsSmartPC() &&
GetGlobal("12_Kyle_Bounty")==2
Action
Link 1 Goto 3
Comment
Condition
Action
Reply 6 You Kyle the Hook? You me bounty, make <CHARNAME> money with Kyle's head.
Comment Dumb response for being an ugly sucker
Condition IsDumbPC() &&
GetGlobal("12_Kyle_Bounty")==2
Action
Link 1 Goto 10
Comment
Condition
Action
Reply 7 Goodbye.
Comment
Condition
Action
Link 1
Comment
Condition
Action
Reply 8 Me no brahmin poo. Me pull your lungs through nose. Me think more fun.
Comment A dumb response & fight!
Condition IsDumbPC() &&
GetGlobal("15_Fugly_PC")==1
Action SetMyTeamEnemyToParty()
AddEntry( 0, TaskDescriptionID )
Link 1
Comment
Condition
Action
Reply 9 Callin' me Brahmin <SHIT>? How about I just punch your nose into the back of your skull, instead?
Comment A non-dumb response & fight!
Condition IsSmartPC() &&
GetGlobal("15_Fugly_PC")==1
Action SetMyTeamEnemyToParty()
AddEntry( 0, TaskDescriptionID )
Link 1
Comment
Condition
Action

3) Non-dumb questions (02)

Node 3: Non-dumb questions
Comment
Condition
Action
NodeText 1 Sid said that, did he? I'll have to have a talk with that slop talkin' hag <SHIT>. Look, I ain't got time for your. Go bother Bear or big-mouth Sid with <SHIT> like that.
Comment
Condition
Action
Reply 2 I think you might want to answer my questions – I know about Bear's heart bomb.
Comment
Condition GetGlobal("15_Sid_Confess") > 0
Action
Link 1 Goto 5
Comment
Condition
Action
Reply 2 Goodbye.
Comment
Condition
Action
Link 1
Comment
Condition
Action
Reply 3 You know what? I don't like your attitude. I think you require a permanent adjustment.
Comment Attack!
Condition
Action SetMyTeamEnemyToParty()
Link 1
Comment
Condition
Action

4) dumb questions (02)

Node 4: dumb questions
Comment
Condition
Action
NodeText 1 Sid said that, did he? Yeah, I know stuff, but I sure as <SHIT> ain't tellin' you. Now get the hell away from me before I up your intelligence with a bullet in your brain.
Comment
Condition
Action
Reply 1 Goodbye.
Comment
Condition
Action
Link 1
Comment
Condition
Action
Reply 2 You got nasty poo-poo mouth. Me clean your poo-poo mouth!
Comment Attack!
Condition
Action SetMyTeamEnemyToParty()
Link 1
Comment
Condition
Action

5) >140 Persuade (03)

Node 5: > 140 Persuade
Comment
Condition
Action
NodeText 1 WHAT?! Did Sid tell you? I'll kill that old waste-billy! Now, I suggest ya leave this place faster than ya got here before me and the Hooks use ya for target practice!
Comment Start cut scene having Kyle go over and shoot Sid in the face.
Condition
Action SetGlobal("15_Kyle_Kill_Sid",1)
Reply 1 Goodbye.
Comment Start cut scene where Kyle walks up to Sid and shoots him in the face.
Condition
Action
Link 1
Comment
Condition
Action
Reply 2 Kinda tough to hit a target that hits back. Time to die!
Comment Attack!
Condition
Action SetMyTeamEnemyToParty()
Link 1
Comment
Condition
Action

6) dumb questions not ugly (02)

Node 4: dumb questions not ugly
Comment
Condition
Action
NodeText 1 <CHARNAME>, is it? Dumb name for a dumb <FUCK>. Look, Kyle the Hook ain't got time to answer questions from a <SHIT> brain like you. Now git before I get nasty.
Comment
Condition
Action
Reply 1 Goodbye.
Comment
Condition
Action
Link 1
Comment
Condition
Action
Reply 2 You got nasty poo-poo mouth. Me clean your poo-poo mouth!
Comment Attack!
Condition
Action SetMyTeamEnemyToParty()
Link 1
Comment
Condition
Action

7) Non-dumb questions & not ugly (02)

Node 7: Non-dumb questions & not ugly
Comment
Condition
Action
NodeText 1 And I'd like to bash you in the skull with a bag of brahmin nuts. Look, Kyle the Hook's too busy to answer <DIPSHIT> questions from a wanderin' waste-billy. Go waste Bear or Sid's time. Now git!
Comment
Condition
Action
Reply 2 I think you might want to answer my questions – I know about Bear's heart bomb, Kyle.
Comment
Condition GetGlobal("15_Sid_Confess") < 2
Action
Link 1 Goto 5
Comment
Condition
Action
Reply 2 Goodbye.
Comment
Condition
Action
Link 1
Comment
Condition
Action
Reply 3 You know what? I don't like your attitude. I think you require a permanent adjustment.
Comment Attack!
Condition
Action SetMyTeamEnemyToParty()
Link 1
Comment
Condition
Action

8) Second Time (SC)

Node 8: Second Time
Comment
Condition
Action
NodeText 1 You again? What part of <FUCK OFF> don't ya get? I got an itchy trigger finger and your head looks like a prime target. Now get the <FUCK> away from me before I lose it! This is your last warnin'.
Comment Not dummy
Condition IsSmartPC()
Action SetGlobal("12_Third_Time",1)
NodeText 2 Not you again. What is it, you not understandin' the phrase, <FUCK OFF>? I'm through bein' nice, ya slow sack of slug <SHIT>. Now git before me and the gang start shootin'! And I ain't telling ya again.
Comment dummy
Condition IsDumbPC()
Action SetGlobal("12_Third_Time",1)
Reply 1 But wait, I...
Comment Not dummy
Condition IsSmartPC()
Action
Link 1 Goto 9
Comment
Condition
Action
Reply 2 Me want...
Comment dummy
Condition IsDumbPC()
Action
Link 1 Goto 9
Comment
Condition
Action
Reply 3 Good bye
Comment
Condition
Action
Link 1 Goto 9
Comment
Condition
Action
Reply 4 That's it, you're dead.
Comment Attack!
Condition
Action SetMyTeamEnemyToParty()
Link 1
Comment
Condition
Action

9) But I... & Me want... (8)

Node 9: But I... & Me want...
Comment
Condition
Action
NodeText 1 SHUT IT! I warned you about talkin' to Kyle the Hook, now you're gonna pay for your idiocy. Hooks, kill this piece of <SHIT>!
Comment
Condition
Action
Reply 4 Uh-oh...
Comment Attack!
Condition
Action SetMyTeamEnemyToParty()
Link 1
Comment
Condition
Action

10) Bounty hunt (2)

Node 9: But I... & Me want...
Comment
Condition
Action
NodeText 1 Hey Hooks, we got another bounty hunter gunnin' for yours truly. How about we welcome him with a burst or two of bullets?
Comment
Condition
Action
Reply 4 Uh-oh...
Comment Attack!
Condition
Action SetMyTeamEnemyToParty()
Link 1
Comment
Condition
Action

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