Starbound

Starbound

Revamped Randomly-Generated NPC Quests
14 Comments
shadowwolftjc  [author] 15 Feb @ 5:57pm 
(...continued)

- collecting fines from criminal NPCs (from guard NPCs against crime-committing NPCs)
- returning stolen items from criminal NPCs (also from guard NPCs against crime-committing NPCs with stolen items)
- returning borrowed items from ordinary NPCs (also from guard NPCs, though against NPCs who have borrowed from other NPCs)
- extorting from threatened NPCs (from criminal NPCs who have instilled fear in other NPCs)
- threatening criminal NPCs (from ordinary NPCs whom possess fears regarding criminal NPCs)

I'm also thinking about adding the following questline:

- threatening NPCs to write off their debts (from criminal NPCs whom have taken bribes from, but don't fear, their target NPCs, which would cause the quest givers to become criminals, and their received bribes to possibly be listed as stolen)
shadowwolftjc  [author] 15 Feb @ 5:57pm 
However, I'd also like to see even higher likelihoods of attempting the following:

- paying off debts (from ordinary NPCs who have taken a bribe, which will cause them to be friends for honoring their obligations)
- borrowing from bribed NPCs (from ordinary NPCs who've bribed others that haven't had their debts written off, which would get written off afterwards)
- returning borrowed items to NPCs (from ordinary NPCs who have borrowed something from another NPC, causing the two to become friends for honoring eachother's obligations)
- spreading bad rumors about criminal NPCs (from ordinary NPCs against crime-committing NPCs whom have friendships with the NPCs that they want to befriend)

(Continued...)
shadowwolftjc  [author] 15 Feb @ 5:56pm 
Since I'm currently in the mood for some exploratory planet-hopping (both for Esther's clue hunts and for the Peacekeepers' bounty hunts, which I'm thinking complement eachother nicely), which means that I'll be visiting plenty of NPC towns, I'm strongly considering making some quick changes to this mod to see if I can better get a grasp on how these priorities work. Hopefully, I'd like to see roughly equal attempts at the following:

- building friendships (from most ordinary NPCs)
- protecting themselves from harm (from non-guard NPCs)
- protecting other NPCs from harm (from guard NPCs)
- threatening others (from criminal NPCs)
- stealing from others (also from criminal NPCs)
- bribing others (from ordinary NPCs who aren't notably upstanding and/or moral)
AgentKirin 15 Feb @ 12:37pm 
Interesting. It's always neat to get a peek behind the curtain.
shadowwolftjc  [author] 14 Feb @ 10:17pm 
2. Starbound might've instead been combining all of the quest pools into one master quest pool, and using the individual quest lines' own weights to pick in favor of high-numbered quests.
-- For example, the bribery quests were given a weight of 5.0, whereas the less controversial gift questlines were given a weight of 1.0. (These values were all unchanged from vanilla Starbound BTW, which might've implied that they wanted their shady NPCs to show more of their shadiness to the player than their non-shadiness.)
shadowwolftjc  [author] 14 Feb @ 10:17pm 
1. I'm guessing that Starbound's quest generator was choosing from one of these pools with equal weight, and that, of the shady quests, only the bribery quests were valid for fresh NPCs who didn't yet have any established relationships with other NPCs.
-- After all, this mod had been giving the vast majority of NPCs (in addition to the common and/or guard pools that they started with) access to the shady pool of quests (which had been modified so that the outright criminal questlines would've been moved into their own criminal quest pool, to be given to outright criminal non-hostile NPCs, since progressing in those questlines would've marked those quest givers as criminals for guard NPCs to, in turn, request fines from).
shadowwolftjc  [author] 14 Feb @ 10:17pm 
@AgentKirin: I've been noticing that also with my latest round of playtesting, which involved exploring planets hunting for clues and bounties (which, admittedly, was for testing a few unrelated main story mods that I'd hopefully like to release pretty soon), and I have 2 best guesses at what might've been causing these bribery epidemics:

(To be continued...)
AgentKirin 14 Feb @ 12:02pm 
Cool mod, but it feels like every other sidequest is someone trying to bribe someone. Would it be possible to nudge that down a bit?
Bazalisk 15 Feb, 2018 @ 2:06am 
is there a way to tone down the number of side quests that generate but increase the veriaty? i think even the vanila rate of side quests is too high.
Starman the Blaziken 1 Jan, 2018 @ 4:08pm 
This mod seems okay. But after a few minutes of being in the invetory, an entire Florian village had wanted me to do side quests. It seemed already stressful to go back and forth and then more !s started to pop up so then I just uninstalled the mod.
dualInfinities 20 Jun, 2017 @ 9:27am 
this one is tenant/crew/quests
dualInfinities 20 Jun, 2017 @ 9:27am 
jegus, most of these can be rolled into just two mods, since it looks like nothing in any of the tenant/crew/quest mods depends on anything in the NPC combat ones. I'm just gonna go and post which is which on their mod pages as a quick reference guide so if you do decide to merge some of these you can just look and see which they are.
dualInfinities 20 Jun, 2017 @ 9:09am 
this stuff seems cool, but there's just WAY too many mods in your NPC pack. I know that modularity seems like a good idea, but realistically the reason these mods have so few subscribers/ratings is b/c it's just too annoying to look through 17 different mods to find which ones you actually want. I'm gonna either post another comment, or edit this one with some suggestions on which mods would be better off being rolled together.
Raven Guertena 2 Jun, 2017 @ 11:32pm 
So this mod simply Makes it more realistic?