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Forums: Index > Wiki discussion > Template table for companion reactions

Inspired from: http://fallout.fandom.com/wiki/Political_Leanings#Notes

A lot of needless writing and reading can be information better presented as a table template. If in this case the page in question is trying to describe multiple affinity events, it is doing a poor job with it, so I have lumped them into one event.

Notes[]

  • Hancock, MacCready, Valentine, Deacon, Strong and Cait dislike it if you bring them with you when talking to the mayor.
  • Piper hates it if brought along to see the Mayor.
  • Preston Garvey & Paladin Danse hate it when you get the report from the Mayor if brought along.
  • X6-88 likes it if you bring them with you when talking to the mayor.

Companion Affinity[]

(Note alphabetical by proper name.)

Talking with the Mayor
Companion Reaction
Cait Dislike
Curie ?
Deacon Dislike
Hancock Dislike
MacCready Dislike
Nick Valentine Dislike
Paladin Danse Hate
Piper Hate
Preston Garvey Hate
Strong ?
X6-88 Like

Better?

Brackynews (talk) 23:32, January 12, 2016 (UTC)

I agree that we need a template for companion reactions to quests and conversations, but I think it would need more information than this. Maybe have it show a list of events (talking to this person, choosing this dialogue option, completing the quest, etc.) and then the characters' reactions to it. Paladin117>>iff bored; 23:37, January 12, 2016 (UTC)
It's a good start. I had drafted a proposal for individual character Affinity pages (like they have on Dragon Age Wiki, where I'm mainly "from"), but I didn't post it because I was trying to think of a way to reconcile this wiki's style with what I had in mind before submitting it in the forums. Regardless, this table idea looks like an excellent solution for the quest pages, but I'm not sure how I'd employ this in my idea for character pages. Instead of titling the section "Companion Affinity," we can just call it "Affinity" for brevity's sake and to better keep with the general/official term (I'm assuming it's the official term in the game's programming?). RShepard227 (talk) 23:12, January 15, 2016 (UTC)

Update: Brackynews, Paladin117, if you're still following this, I had an idea that I pitched here, which was shot down because it's too much work. After that, I went back and modified your idea and came up with the following two examples (some of the information is already filled in, "0" denotes No reaction rather than simply leaving it blank, and N/A is for when that companion isn't available at all during that quest:

Companion reactions[]

Unlikely Valentine

Unlikely Valentine
Dialogue Cait Codsworth Curie Danse Deacon Hancock MacCready Nick Piper Preston Strong X6‑88
Darla: "Oh yeah? Then what's this guy/lady doing here, huh? Valentine must've brought him/her here to rub us all out!"
"What's going on?" (leads to 2.) 0 0 0 N/A 0 0 0 N/A 0 0 0 N/A
"Sarcastic" (leads to 2.) No 0 N/A Yes Yes Yes N/A No No Yes N/A
Persuade: "Convince her to leave" Yes Yes N/A Yes 0 No N/A Yes Yes No N/A
Intimidate: "Encourage violence" NoNo No N/A Yes Yes Yes N/A No No Yes N/A
2. Skinny Malone: "Hey, I'm the one in charge here. You got something to say? Say it to me."
"You and Nick?" (repeats) 0 0 0 N/A 0 0 0 N/A 0 0 0 N/A
Persuade: "Darla's the problem" Yes No N/A Yes Yes No N/A Yes Yes No N/A
Persuade: "End peacefully" Yes Yes N/A Yes No No N/A Yes Yes No N/A
"Attack him" NoNo No N/A No Yes No N/A No No Yes N/A

The Big Dig:

Dialogue Cait Codsworth Curie Danse Deacon Hancock MacCready Nick Piper Preston Strong X6‑88
Talking to Bobbi No-Nose
Bobbi: "I'll give you 50 caps to start. Interested?"
Persuade: "More info" 0 0 0 0 0 N/A 0 0 0 0 0 0
Persuade: "Payment" Yes No 0 0 0 N/A Yes 0 0 0 0 Yes
"I'm in" Yes No 0 No 0 N/A Yes 0 0 No Yes 0
"Not for me" 0 0 0 0 0 N/A 0 0 0 0 0 0
Getting Mel out of lockup
Diamond City Security: "You got something to say?"
"What'd Mel do?" 0 0 0 0 0 N/A 0 0 0 0 0 0
"Bribe (300 caps)" Yes 0 0 No Yes N/A Yes No No 0 0 No
Persuade: "Let Mel out" 0 0 0 0 0 N/A 0 0 0 0 0 0
Intimidate: "Threaten" Yes No No No No N/A Yes No No No Yes 0
In the strongroom
Fahrenheit: "Just go back into your tunnel, and we can forget this ever happened. What do you say?"
"Demand explanation" (repeats) 0 0 0 0 0 N/A 0 0 0 0 0 0
Persuade: "Convince Bobbi to leave" No Yes Yes 0 Yes N/A No Yes Yes 0 No 0
"Stay with Bobbi" (leads to A.) Yes No No No No N/A Yes No No 0 0 0
"Betray Bobbi" Yes No No No No N/A Yes No No 0 Yes Yes
A. Completing the quest on Bobbi's side
"My cut" Yes No 0 No 0 N/A Yes 0 0 0 0 Yes
Quest completed YesYes No No 0 NoNo N/A Yes No No 0 0 Yes

Makes the source editor a bitch to sift through, but it's better than nothing in my opinion. One is a fairly straight example, the other shows a much more in-depth, "across-an-entire-quest" scenario. I think it's a good fusion of Brackynews' initial concept and mine, as well as what's already present on the Fallout 4 companions page. RShepard227 (talk) 01:21, March 11, 2016 (UTC)

This would seem to fit in better with (eventual) dialog pages - considering the source of most companion reactions. Unfortunately, the template for dialogs is already pretty unwieldy as it is, which means that the whole thing needs to be reworked. Another idea is, considering the vast majority of companion reactions are relative to quests, it would make sense to add a companion reaction section to each quest, and then link to the appropriate section on the companion page. This would prevent 50 different entries for a single quest on that table, and make it easier for users to find the important information easier, without having to sift through the table. Something similar to what User:Brackynews worked out for each relevant piece of dialog on a quest page, and a link to the appropriate section on the companion's page, for each quest. DulogoDigital Utopia (talk) 19:19, March 17, 2016 (UTC)
What is the template for dialogues? I'm not familiar with it. Energy X already shot down compartmentalized dialogue pages (my initial idea), said it would be too much work and that the most that can be done would be putting this information on quest pages. Linking back to the companions' main pages isn't exactly much of a difference from that, and the infoboxes will need massive reformatting and sectioning to make that work (and it seems the editors can't agree on an order for the quests). At the very least it seems we're all in agreement that such sections should exist on the quest pages, which is why I revisited this concept in the first place. For now the table seems to be the best way of keeping the information organized (IMO) since we don't have a planned, multi-editor operation to gather this information (yet), so I'll keep it this way on my sandbox and won't do anything beyond this. I like Brackynews' table concept because it keeps to this wiki's style (now that I've had time with it I like it better than my Dragon Age Wiki-esque concept), but it seems to work best for one-off affinity ticks, otherwise the 2-column table format eats up a lot of space. I'm still playing with the style, but for one-off events that don't really depend on dialogue I just have one row (ex. see above, I swapped out Order Up with The Big Dig, apparently Deacon gets an additional Hate if you complete the quest on Bobbi's side), with one just being a header for the overall table. I haven't made it to Political Leanings yet, but if I were to reflect Brackynews' table for that it would look like:
Meeting with Mayor McDonough
Dialogue Cait Codsworth Curie Danse Deacon Hancock MacCready Nick Piper Preston Strong X6‑88
No ? ? NoNo No No No No NoNo NoNo ? Yes

or:

Event Cait Codsworth Curie Danse Deacon Hancock MacCready Nick Piper Preston Strong X6‑88
Meeting with Mayor McDonough No ? ? NoNo No No No No NoNo NoNo ? Yes

Either one I think makes better use of the horizontal axis, but in the end it's not my call to make. I have a few more examples on my sandbox to reflect the kinds of sizes we'd be working with depending on the quest, so let me know what you think. It's also possible we can remove the ∆ row entirely, since those seem to just be questions and don't tick at all (although it does tick on Confidence Man and opens up a secondary dialogue in Order Up) RShepard227 (talk) 22:20, March 18, 2016 (UTC)

I do like that, and was going to suggest making it horizontal, but I figure we have at least 4 DLCs coming with an unknown number of companions. So unless we split it up between base game and DLCs, it's gonna run out of room.
Dialogue template is a misnomer, as it's just one massive table of evil. You can check the pages for the FO3/NV characters - that's undoubtedly going to be how the FO4 ones will be. Now, it could be imbedded in there, but we'd have to have a tooltip "link" by the dialogue choice, which we could show reactions. But...I'm not entirely sure how advanced the tooltip support is here, and it might need an extension to pull off.
At any rate, at least I like it anyway - maybe some more specific icons to represent the 4 reactions. Something like a heart, smile, frown, and something for hated. Y'know something easily recognizable. It'd be a a little better than checks and crosses (I realize you just used that for an example, probably)DulogoDigital Utopia (talk) 07:18, March 21, 2016 (UTC)
I'm going to have to take your word for it, unless you link to an example. I can't seem to find anything on the FO3/NV companion pages that looks like something horribly out of alignment or mismanaged that would fit your description of evil. You're right, I did use the checks and exes as examples, as it is on the (disorganized, unfinished, and seemingly abandoned) Fallout 4 companions#Interests page, and I agree on something more immediately distinguishable, it's nothing a simple Find & Replace can't change. If such symbols that you listed are already usable, please show me the format in nowiki brackets and I'll start experimenting with them. RShepard227 (talk) 19:37, March 21, 2016 (UTC)
No, not necessarily companions, but any character with dialogue. here's Craig Boone's dialogue page for an example. DulogoDigital Utopia (talk) 07:43, March 22, 2016 (UTC)
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