Fallout Wiki
Advertisement
Fallout Wiki

This is a draft of dialogue for the character Bear 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 Bear

Level - 10

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

Traits – Gifted, Bruiser

PerksAction Boy, More Criticals (2)

Tag SkillsUnarmed (120%), Melee Weapons

(110%), Firearms (110%)
Dialogue Info
Author Damien Foletto
Dialogue Name 15 Bear
Creature Name 15Bear
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.")
 
 
 


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
3

1)

Node 1
Comment Starting Conditions
Reply 1
Comment
Condition
Action
Link 1 Goto 31
Comment Second time
Condition GetGlobal("15_Talked_Bear")==1
Action
Link 1 Goto 2
Comment First time
Condition GetGlobal("15_Talked_Bear")==0
Action SetGlobal("15_Talked_Bear",1)

2) First Time (SC)

Node 2: First Time
Comment
Condition
Action
NodeText 1 Hello. I'm Bear, what you might call the second in command here at the Rusty Hooks' stronghold. Who are you and how might I help you?
Comment
Condition
Action
Reply 1 I'm <CHARNAME>. I would like to ask you some questions.
Comment Smart response
Condition IsSmartPC()
Action
Link 1 Goto 3
Comment
Condition
Action SetGlobal("15_Know_CHAR_Name",1)
Reply 2 Me <CHARNAME>. Me ask questions.
Comment Dumb response
Condition IsDumbPC()
Action
Link 1 Goto 4
Comment
Condition
Action SetGlobal("15_Know_CHAR_Name",1)
Reply 5 Goodbye.
Comment
Condition
Action
Link 1
Comment
Condition
Action

3) Non-dumb questions (02)

Node 3: Non-dumb questions
Comment
Condition
Action
NodeText 1 Certainly. What would you like to know?
Comment
Condition
Action
Reply 1 Tell me about yourself.
Comment
Condition
Action
Link 1 Goto 6
Comment
Condition
Action
Reply 2 Tell me about Kyle the Hook.
Comment Heard of Kyle the Hook
Condition GetGlobal("15_Rusty_Hooks")>0 ||
GetGlobal("15_Talked_Kyle")>0
Action
Link 1
Comment
Condition
Action
Reply 3 I'd like to know about this place.
Comment
Condition
Action
Link 1 Goto
Comment
Condition
Action
Reply 5 Goodbye.
Comment
Condition
Action
Link 1
Comment
Condition
Action
Reply 3 I want to know what color blood you bleed. Die!
Comment Attack!
Condition
Action SetMyTeamEnemyToParty()
Link 1
Comment
Condition
Action

4) dumb questions (02)

Node 4: dumb questions
Comment
Condition
Action
NodeText 1 Oh, I see you might be a tad mentally challenged. I'll try to explain things simply and endeavor... uh, try to be clear.
Comment
Condition
Action
Reply 1 Who and what you?
Comment
Condition
Action
Link 1 Goto 5
Comment
Condition
Action
Reply 2 What you know 'bout Kyle?
Comment Heard of Kyle the Hook
Condition GetGlobal("15_Rusty_Hooks")>0
Action
Link 1
Comment
Condition
Action
Reply 5 Goodbye.
Comment
Condition
Action
Link 1
Comment
Condition
Action
Reply 3 Me kill you dead.
Comment Attack!
Condition
Action SetMyTeamEnemyToParty()
Link 1
Comment
Condition
Action

5) >Who and what you (04)

Node 5: Who and what you
Comment
Condition
Action
NodeText 1
Comment
Condition
Action
Reply 1 Goodbye.
Comment
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) Tell me about yourself (03)

Node 6: Tell me about yourself
Comment
Condition
Action
NodeText 1 What would you like to know about me?
Comment
Condition
Action
Reply 1 What is it you do here?
Comment
Condition
Action
Link 1 Goto 7
Comment
Condition
Action
Reply 2 How did you end up here?
Comment
Condition
Action
Link 1 Goto 8
Comment
Condition
Action
Reply 3 Sid told me about your heart bomb. Is that the real reason why you're loyal to Kyle the Hook?
Comment
Condition GetGlobal("15_Sid_Confess")>0
GetGlobal("15_Bear_Bomb")==0
Action SetGlobal("15_Bear_Bomb",1)
Link 1 Goto 9
Comment
Condition
Action
Reply 4 Super mutants are very rare these days. Where are you from?
Comment
Condition
Action
Link 1 Goto
Comment
Condition
Action

7) What is it you do here? (06)

Node 7: What is it you do here?
Comment
Condition
Action
NodeText 1 Like I said, I'm basically second in command within the ranks of the Rusty Hooks. I keep things in line and make sure no one disrupts the chain of authority, with Kyle the Hook being the last word.
Comment
Condition
Action
Reply 1 How did you end up here?
Comment
Condition
Action
Link 1 Goto 8
Comment
Condition
Action
Reply 2 I've other questions.
Comment
Condition
Action
Link 1 Goto 3
Comment
Condition
Action
Reply 3 Goodbye.
Comment
Condition
Action
Link 1
Comment
Condition
Action

8) How did you end up here? (3, 8)

Node 8: How did you end up here
Comment
Condition
Action
NodeText 1 Uh... well... there's not much to tell, to be honest. I used to work for a caravan company as security when I met Kyle the Hook. He made me an off I couldn't refuse, so I joined up with the Rusty Hooks. That's about it.
Comment Not dummy
Condition
Action
Reply 1 Sid told me about your heart bomb. Is that the real reason why you're loyal to Kyle the Hook?
Comment
Condition GetGlobal("15_Sid_Confess")>0
Action
Link 1 Goto 9
Comment
Condition
Action
Reply 2 I get the feeling you're not telling me everything.
Comment
Condition
Action
Link 1 Goto 9
Comment
Condition GetTotalSkill( PCSpeaker(), SKILL_PERSUASION)>=85
Action
Link 2 Goto
Comment
Condition GetTotalSkill( PCSpeaker(), SKILL_PERSUASION)<85
Action
Reply 3 Super mutants are very rare these days. Where are you from?
Comment
Condition
Action
Link 1 Goto
Comment
Condition
Action
Reply 4 Goodbye.
Comment
Condition
Action
Link 1
Comment
Condition
Action

9) Sid told me about your heart bomb ( 8)

Node 9: Sid told me about your heart bomb
Comment
Condition
Action
NodeText 1 Sid unveiled this information to you? If Kyle ever found out... Please listen carefully – I don't want anything bad to happen to Sid, so please don't mention this information to anyone else.
Comment
Condition GetGlobal("15_Kyle_Kill_Sid")==0
Action
NodeText 2 Sid unveiled this information to you? Then it was you who told Kyle! I suggest you leave my sight before I rip you apart for what you've done - heart bomb be damned!
Comment Sid is dead
Condition HasDied( FindEntity( "Sid" ) ) &&
GetGlobal("15_Kyle_Kill_Sid")>0
Action
Reply 1 I won't say anything. Continue.
Comment
Condition GetGlobal("15_Kyle_Kill_Sid")==0
Action
Link 1 Goto 10
Comment
Condition
Action
Reply 2 You'll have to sweeten the pot more than that to save your little buddy, Bear. What else you got?
Comment
Condition GetGlobal("15_Kyle_Kill_Sid")==0
Action
Link 1 Goto 25
Comment
Condition GetTotalSkill( PCSpeaker(), SKILL_PERSUASION)>=90
Action
Link 2 Goto
Comment
Condition GetTotalSkill( PCSpeaker(), SKILL_PERSUASION)<90
Action
Reply 4 Wait, I had no idea Kyle would kill Sid. Is there some way I could make it up to you?
Comment
Condition HasDied( FindEntity( "Sid" ) ) &&
GetGlobal("15_Kyle_Kill_Sid")>0 &&
GetGlobal("15_Help_Bear")==0
Action
Link 1 Goto 21
Comment
Condition
Action
Reply 5 Goodbye.
Comment
Condition
Action
Link 1
Comment
Condition
Action
Reply 6 Win some, lose some. You should die, now.
Comment
Condition
Action
Link 1
Comment
Condition
Action

10) I won't say anyting (9)

Node 10: I won't say anything.
Comment
Condition
Action
NodeText 1 I used to work for a caravan company from Hoover Dam called the Crimson Caravan. They were a good bunch, for the most part, and they paid me well for protecting their wares
Comment First time
Condition GetGlobal("15_Bears_Tale_Woe")==0
SetGlobal("15_Bears_Tale_Woe",1)
Action
NodeText 2 Like I said before, I used to work for a caravan company from Hoover Dam called the Crimson Caravan. They were a good bunch, for the most part, and they paid me well for protection.
Comment Second time
Condition GetGlobal("15_Bears_Tale_Woe")==1
Action
Reply 1 Continue.
Comment
Condition
Action
Link 1 Goto 11
Comment
Condition
Action
Reply 5 I've heard enough. Goodbye.
Comment
Condition
Action
Link 1
Comment
Condition
Action
Reply 6 Win some, lose some. You should die, now.
Comment
Condition
Action SetMyTeamEnemyToParty()
Link 1
Comment
Condition
Action

11) Continue (10)

Node 11: Continue
Comment
Condition
Action
NodeText 1 On one fateful day, the caravan I was protecting was ambushed. It was Kyle and his Rusty Hooks. I went into a frenzy and single handedly killed six Rusty Hooks before succumbing to too many bullet wounds.
Comment First time
Condition
Action
Reply 1 Continue.
Comment
Condition
Action
Link 1 Goto 12
Comment
Condition
Action
Reply 5 I've heard enough. Goodbye.
Comment
Condition
Action
Link 1
Comment
Condition
Action
Reply 6 Win some, lose some. You should die, now.
Comment
Condition
Action SetMyTeamEnemyToParty()
Link 1
Comment
Condition
Action

12) Continue (11)

Node 12: Continue
Comment
Condition
Action
NodeText 1 When I came to, I felt a pressure in my chest that was not a left over bullet. Kyle told me a device was surgically inserted next to my heart that could detonate with a single touch to a button on the very watch Kyle was wearing.
Comment First time
Condition
Action
Reply 1 Continue.
Comment
Condition
Action
Link 1 Goto 13
Comment
Condition
Action
Reply 5 I've heard enough. Goodbye.
Comment
Condition
Action
Link 1
Comment
Condition
Action
Reply 6 Win some, lose some. You should die, now.
Comment
Condition
Action SetMyTeamEnemyToParty()
Link 1
Comment
Condition
Action

13) Continue (12)

Node 13: Continue
Comment
Condition
Action
NodeText 1 He assured me he would treat me well if I were to be his protector. But the condition of that treatment was that I must be his personal bodyguard. Since I had no desire to die, I agreed.
Comment Heard all of Bear's story about coming to the Rusty Hooks.
Condition
Action SetGlobal("15_Heard_Bears_Story1",1)
Reply 1 Do you regret your decision?
Comment
Condition
Action
Link 1 Goto 14
Comment
Condition
Action
Reply 2 I've other questions.
Comment
Condition
Action
Link 1 Goto 3
Comment
Condition
Action
Reply 3 I've heard enough. Goodbye.
Comment
Condition
Action
Link 1
Comment
Condition
Action
Reply 4 Win some, lose some. You should die, now.
Comment
Condition
Action SetMyTeamEnemyToParty()
Link 1
Comment
Condition
Action

14) Do you regret your decision (13)

Node 14: Do you regret your decision
Comment
Condition
Action
NodeText 1 Every day. I don't live my own life. I live my life for Kyle. I may be a super mutant – an abomination to you smooth skins, but I still wish to live, even in this <SHIT> hole of a world.
Comment Heard all of Bear's story about coming to the Rusty Hooks.
Condition
Action SetGlobal("15_Heard_Bears_Story1",1)
Reply 1 Is there anything I could do to help?
Comment
Condition
Action
Link 1 Goto 15
Comment
Condition
Action
Reply 2 I've other questions.
Comment
Condition
Action
Link 1 Goto 3
Comment
Condition
Action
Reply 3 I've heard enough. Goodbye.
Comment
Condition
Action
Link 1
Comment
Condition
Action
Reply 4 Tough luck. Here, let me kill you so you won't have to do it yourself.
Comment
Condition
Action SetMyTeamEnemyToParty()
Link 1
Comment
Condition
Action

15) Is there anything I can do to help (13)

Node 15: Is there anything I can do to help
Comment
Condition
Action
NodeText 1 Unless you know of a way to disable Kyle's radio controlled trigger, or at least get it away from him, then I don' t know.
Comment
Condition
Action
Reply 1 I have a working radio jamming device. If I stand near Kyle with it turned on, the trigger won't work.
Comment Party has radio jammer and willing to help Bear
Condition PartyHasItem("jammer.itm")
Action SetGlobal("15_Radio_Jam",1)
Link 1 Goto 16
Comment
Condition
Action
Reply 1 It just so happens I disabled Kyle's radio trigger during the night. It won't be able to detonate your heart bomb. You're free, Bear.
Comment Party has radio jammer and willing to help Bear
Condition GetGlobal("15_Disable_HTrigger ")==1
Action SetGlobal("15_Disable_HTrigger ",2)
Link 1 Goto 28
Comment
Condition
Action
Reply 1 I happen to be very mechanically inclined. Maybe I can rewire your bomb so it won't explode.
Comment
Condition GetTotalSkill( PCSpeaker(), SKILL_MECHANICS) >= 120 &&
GetTotalSkill( PCSpeaker(), SKILL_MEDIC) >= 50
Action SetGlobal("15_Disable_HBomb",1)
Link 1 Goto 26
Comment
Condition
Action
Reply 2 Uh, yeah, I have a working radio jamming device. As long as I stand between twenty and thirty feet from Kyle with it turned on, his trigger won't work. <SD>
Comment PC lies to Bear about the radio jammer, trying to get Bear to blow himself and Kyle up.
Condition GetGlobal("15_Know_Radio_Jammer")==1
Action
Link 1 Goto 18
Comment Successful deception
Condition GetTotalSkill( PCSpeaker(), SKILL_DECEPTION) >= 120 &&
GetGlobal("15_Blowup_KB")<2
Action SetGlobal("15_Blowup_KB",1)
Link 2 Goto 20
Comment Unsuccessful deception
Condition GetTotalSkill( PCSpeaker(), SKILL_DECEPTION) < 120
Action
Reply 3 I've other questions.
Comment
Condition
Action
Link 1 Goto 3
Comment
Condition
Action
Reply 4 I've heard enough. Goodbye.
Comment
Condition
Action
Link 1
Comment
Condition
Action
Reply 5 Tough luck. Here, let me kill you so you won't have to do it yourself.
Comment
Condition
Action SetMyTeamEnemyToParty()
Link 1
Comment
Condition
Action

16) You're in luck, Bear (15)

Node 16: You're in luck, Bear
Comment
Condition
Action
NodeText 1 I think I see where you might be going with this. If you jam his signal, I can openly challenge him to a pack fight.
Comment
Condition
Action
Reply 1 A pack fight?
Comment
Condition
Action
Link 1 Goto 17
Comment
Condition
Action
Reply 2 Sounds like a plan, let's do it. Let me turn on the radio jammer and you lead the way.
Comment Start cut scene of fight between Kyle and Bear.
Condition
Action SetGlobal("15_Radio_Jam",2)
Link 1
Comment
Condition
Action

17) A pack fight? (16)

Node 17: A pack fight?
Comment
Condition
Action
NodeText 1 A pack fight is the only way for a Rusty Hook member to usurp the reigning leader without invoking the wrath of the other Rusty Hooks. The winner of the fight leads the Hooks.
Comment
Condition
Action
Reply 1 I see. Okay, sounds like a plan, let's do it. Let me turn on the radio jammer and you lead the way.
Comment Start cut scene with Bear going to beat on Kyle.
Condition
Action SetGlobal("15_Radio_Jam",2)
Link 1
Comment
Condition
Action
Reply 2 On second thought, I don't like this plan. Let me ask you about something else.
Comment
Condition
Action
Link 1 Goto 3
Comment
Condition
Action
Reply 3 Goodbye.
Comment
Condition
Action
Link 1
Comment
Condition
Action

18) Successful deception (15)

Node 18: Successful deception
Comment
Condition
Action
NodeText 1 I think I see where you might be going with this. If you jam his signal, I can openly challenge him to a pack fight.
Comment
Condition
Action
Reply 1 A pack fight?
Comment
Condition
Action
Link 1 Goto 19
Comment
Condition
Action
Reply 2 Exactly! Let's do it. You lead the way.
Comment
Condition
Action
Link 1 Goto 22
Comment
Condition
Action

19) A pack fight? (18)

Node 19: A pack fight?
Comment
Condition
Action
NodeText 1 A pack fight is the only way for a Rusty Hook member to usurp the reigning leader without invoking the wrath of the other Rusty Hooks. The winner of the fight leads the Hooks.
Comment
Condition
Action
Reply 1 Great! Let's do it. You lead the way.
Comment Start cut scene of Bear going to fight Kyle and they blow up from Bear's heart bomb.
Condition
Action SetGlobal("15_Blowup_KB",2)
Link 1
Comment
Condition
Action
Reply 2 On second thought, I don't like this plan. Let me ask you about something else.
Comment
Condition
Action
Link 1 Goto 3
Comment
Condition
Action
Reply 3 Goodbye.
Comment
Condition
Action
Link 1
Comment
Condition
Action

20) Unsuccessful deception (15)

Node 20: Successful deception
Comment
Condition
Action
NodeText 1 You're under the misguided perception that all super mutants are complete idiots, aren't you – and you're a terrible liar. I think it's best if you leave - now!
Comment
Condition
Action SetGlobal("15_Pissed_Bear",1)
Reply 1 I'll leave.
Comment
Condition
Action
Link 1
Comment
Condition
Action
Reply 2 Patience my <ASS>, you’re going to die!
Comment
Condition
Action SetMyTeamEnemyToParty()
Link 1
Comment
Condition
Action

21) Is there anyway I can make it up to you (9)

Node 21: Is there any way I can make it up to you
Comment
Condition
Action
NodeText 1 Make it up to me? How can any action of yours bring back a friend of mine. Unless you have some mystical means of bringing Sid back to life, or you know how to grant me my freedom, I'd say no, there is nothing you can do.
Comment
Condition
Action
Reply 1 I think I might be able to help you with your freedom wish. I have a working radio jamming device. As long as I stand near Kyle with this thing turned on, the trigger won't work.
Comment Party has radio jammer and willing to help Bear
Condition PartyHasItem("jammer.itm")
Action SetGlobal("15_Radio_Jam",1)
Link 1 Goto 16
Comment
Condition
Action
Reply 2 I seem to have a working radio jamming device. As long as I stand between twenty and thirty feet from Kyle with this thing turned on, his trigger won't work. <SD>
Comment PC lies to Bear about the radio jammer, trying to get Bear to blow himself and Kyle up.
Condition GetGlobal("15_Know_Radio_Jammer")==1
Action
Link 1 Goto 18
Comment Successful deception
Condition GetTotalSkill( PCSpeaker(), SKILL_DECEPTION) >= 120 &&
GetGlobal("15_Blowup_KB")<2
Action SetGlobal("15_Blowup_KB",1)
Link 2 Goto 20
Comment Unsuccessful deception
Condition GetTotalSkill( PCSpeaker(), SKILL_DECEPTION) < 120
Action
Reply 3 I've other questions.
Comment
Condition
Action
Link 1 Goto 3
Comment
Condition
Action
Reply 4 I've heard enough. Goodbye.
Comment
Condition
Action
Link 1
Comment
Condition
Action
Reply 5 Tough luck. Here, let me kill you so you won't have to do it yourself.
Comment
Condition
Action SetMyTeamEnemyToParty()
Link 1
Comment
Condition
Action

22) Exactly, you lead the way (18)

Node 22: Exactly, you lead the way
Comment
Condition
Action
NodeText 1 Wait, I don't even know you. How can I put trust in a total stranger? What do you get out of it?
Comment
Condition
Action
Reply 1 Nothing, I just want to help you. Besides, this radio jammer Sid gave me was meant to help you. I think Sid would have wanted you to trust me, otherwise he wouldn't have given it to me.
Comment
Condition
Action
Link 1 Goto 23
Comment
Condition
Action
Reply 2 A stack of loot, if you do it right. I want that .45 he keeps on his side, and maybe a discount on traded goods, too.
Comment
Condition
Action
Link 1 Goto 24
Comment
Condition
Action

23) Nothing, I just want to help you (22)

Node 23: Nothing, I just want to help you.
Comment
Condition
Action
NodeText 1 Yes, you're right, Sid would have wanted it that way, especially since he gave you that device. Fine, I'll do it.
Comment
Condition
Action
Reply 1 Good, you lead the way.
Comment Start cut scene of Bear going to fight Kyle and they blow up from Bear's heart bomb.
Condition
Action SetGlobal("15_Blowup_KB",2)
Link 1 Goto 23
Comment
Condition
Action

24) A stack of loot, if you do it right (18)

Node 24: A stack of loot, if you do it right.
Comment
Condition
Action
NodeText 1 The most common of all human triats – GREED. I suppose I'm not much different, though... All right, if you help me gain my freedom, then you may have whatever loot you find on Kyle's body.
Comment
Condition
Action
Reply 1 Good, you lead the way.
Comment Start cut scene of Bear going to fight Kyle and they blow up from Bear's heart bomb.
Condition
Action SetGlobal("15_Blowup_KB",2)
Link 1
Comment
Condition
Action

25) You'll have to sweeten the pot more than that (9)

Node 25: You'll have to sweeten the pot more than that.
Comment
Condition
Action
NodeText 1 Let me put it in terms you'll understand, little human. If you so much as breathe a word of where you got this information, I'll see to it that you're beaten, stripped naked, and then thrown into a hag snake nest. Is that sweet enough for you?
Comment
Condition
Action
Reply 1 Uh, yes – yes it is. I don't know what came over me. So, would you please tell me how you came under the servitude of Kyle the Hook?
Comment
Condition
Action
Link 1 Goto 10
Comment
Condition
Action
Reply 2 Goodbye.
Comment
Condition
Action
Link 1
Comment
Condition
Action
Reply 3 Hefty threat. Let's see if you can back it up.
Comment
Condition
Action SetMyTeamEnemyToParty()
Link 1
Comment
Condition
Action

26) I happen to be very mechanically inclined (15)

Node 26: I happen to be very mechanically inclined
Comment
Condition
Action
NodeText 1 You... you're capable of doing that? It would take a great deal of skill to pull that off. Maybe I'll take over the Hooks and turn this group around.
Comment
Condition
Action
Reply 1 Then let's get on with it. I hope you're not squeamish...
Comment Fade to black & fade back in. Go to next node
Condition
Action SetGlobal("15_Disable_HBomb",3)
Link 1 Goto 27
Comment
Condition
Action
Reply 2 I'll think about it. I'd like to ask you about something else.
Comment
Condition
Action SetGlobal("15_Disable_HBomb",2)
Link 1
Comment
Condition
Action
Reply 3 I'll think about it. Goodbye.
Comment
Condition
Action SetGlobal("15_Disable_HBomb",2)
Link 1
Comment
Condition
Action

27) Then let's get on with it (26)

Node 27: Then let's get on with it
Comment
Condition
Action
NodeText 1 Thank you, <CHARNAME>, I owe you my life. Funny, it didn't hurt as much as I thought it would... Come, I have a score to settle with a certain Rusty Hook.
Comment
Condition
Action
Reply 1 Follow.
Comment PC can follow Bear and watch the fun.
Condition
Action
Link 1
Comment
Condition
Action

28) It just so happens I disabled (15)

Node 28: It just so happens I disabled
Comment
Condition
Action
NodeText 1 You... you did? That's incredible!
Comment
Condition
Action
Reply 1
Comment
Condition
Action
Link 1 Goto 29
Comment
Condition
Action
Reply 1
Comment
Condition
Action
Link 1 Goto 30
Comment
Condition
Action

29) Yes, you can join me after you deal with Kyle (28)

Node 29: Yes, you may join me after you deal with Kyle
Comment
Condition
Action
NodeText 1 Excellent. This shouldn't take long...
Comment
Condition
Action
Reply 1 End.
Comment
Condition
Action
Link 1
Comment
Condition
Action

30) No, I have enough in my group (28)

Node 28: No, I have enough in my group
Comment
Condition
Action
NodeText 1 As you wish. Should you change your mind, you can probably find me at Hoover Dam – after I deal with Kyle, that is. I'll see you around the wasteland, <CHARNAME>.
Comment
Condition
Action
Reply 1 Goodbye.
Comment
Condition
Action
Link 1
Comment
Condition
Action
Advertisement