Speechtree Baseline Maps 3.1

ryuga

First time out of the vault
http://rapidshare.com/files/171631662/SpeechTree_BaselineMaps_V3_1.rar

The extracted trigger files, editor speech node files, and speech text files are @ http://www.nma-fallout.com/forum/viewtopic.php?t=48371

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Changelog (Dec.08,2008) Version 3.1
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- Added SpeechTree_Actors_Baseline.mis which is using multiple actors for choices. See usage notes on SpeechTree_Actors_Baseline.mis below for detail.

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SpeechTree_Actors_Baseline.mis
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Player response delivery system using actors posting as choices. Click on an actor will choose the choice represented by the actor.

This system was Endocore's Clone system, then it was refined into YES/NO system by JJ86. JJ86's version is available at http://jj86tutorials.stgfc.com/Speech Trees/guideto.htm

This map is based on both systems using speech level design by magnus and requiem.


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Changelog (Dec.07,2008) Version 3
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- Added requiem_for_a_starfury's speechtree_item_baseline which is using equipping item system by magnus and requiem.


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Changelog (Dec.07,2008) Version 2
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- Fixed trigger issue for choice D at Level 3 option B from Level 2 option A. It was going back to Level 2 option B. It should go back to Level 2 option A.
- Added more color coding to differentiate different speech abbreviation
- Added more texts describing speech transition.
- Added more instructions for speech abbreviation, color coding and speech transition.
- Added more speech text format to fix an issue in Pipboy log.



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Usage Notes
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This rar contains baseline maps, each using a different player response delivery system. They are baseline maps that contain nothing except two actors and triggers for a 4-level speech tree with ABCD choices. The triggers can be saved and imported into other maps for relative easy adaption for any mods. More systems might be added in the future.

BEWARE :: Importing trigger file will erase previous triggers. So please import the trigger files first. Export mission existing triggers to a trigger file, then combine that file with speech tree baseline trigger file using trigger file combining tool. Trigger file combining tool @ http://www.nma-fallout.com/forum/viewtopic.php?t=48370.

If there are any bugs in the maps, please post it here.

Special thanks to requiem_for_a_starfury and Tsakonas for feedback on the first couple revisions, and requiem for making SpeechTree_Item_Baseline.mis.


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SpeechTree_Actors_Baseline.mis
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Player response delivery system using actors posting as choices. Click on an actor will choose the choice represented by the actor.

This system was Endocore's Clone system, then it was refined into YES/NO system by JJ86. JJ86's version is available at http://jj86tutorials.stgfc.com/Speech Trees/guideto.htm.

This map is based on both systems using speech level design by magnus and requiem.


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SpeechTree_Timer_Baseline.mis
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Player response delivery system using timer counting. The system was first suggested by lisac2k, and one version was implemented by Indianos. This baseline is based on the system.


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SpeechTree_Timer_Baseline.mis
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Player response delivery system using equipping ABCD entities. The system was created by Magnus and requiem_for_a_starfury. Tutorial on creating the system in a mission map is at http://magnumswastelandprojects.wikispaces.com/Speech+Trees.


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Displayed Text Abbreviation
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Each displayed text screen has an abbreviation such as L2A displayed in orange color.

The "L" means LEVEL in the speech tree.
The number follow "L" means the Level number in the speech tree.
The letter(s) following the number means the options made to arrive at the displayed text screen.

For example:
L4AAA means this is at 4th level of the speech tree. 3 letters means the 3 different choices from the very first displayed text. The fastest way to display L4AAA text is choosing option A 3 times.


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Abbreviation Color Coding
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Abbreviations in ORANGE indicates the name of the displayed speech text. Abbreviation in WHITE indicates the speech text name where a choice will lead to.

For example:
At the very first displayed text (L1), (L1) is displayed in orange, and next to Option A, (L2A) is displayed in white. If you choose Option A at L1, the next time you click Number42 to speak, the displaying speech text will contain (L2A) in orange color.


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Speech Text Abbreviation
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Names of speech texts in speech text file should match the abbreviations.



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Install Notes
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Extract to your FOT main folder for example

C:\Program Files\14 Degrees East\Fallout Tactics\speechtree

Create a shortcut to the bos.exe and add -path speechtree.

For Example
"C:\Program Files\14 Degrees East\Fallout Tactics\BOS.exe" -path speechtree
 
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