- Feb 9, 2018
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I am taking issue with some wording you have here, since that would be in complete opposition to how the game is structured.It really depends on how you define "unique story."
Hello, I have been modding things over on the discord server. Haven't checked in here for a while.
MoR has four different types of NPC: Story-integrated, Explicitly defined, Expanded Random, and Throwaway
Characters like Lovisa are Story-integrated. Parts of the gameplay revolve around them and they are heavily referenced in significant parts of the code. Mercenary hireables ridge the gray line between Story-integrated and Explicitly Defined because they might not have special dialog or interaction points beyond hiring them, but they're always available in the standard gametype once their conditions have been met (unless you send them off to a destination of no return, rather than releasing them back into the wild).
Characters like Kate are Explicitly Defined. You don't get tips for how to get them unless they have a wiki entry or you look through the game code. If you miss your one chance to get them, you miss them permanently (unless you edit your save file or active state variables). Explicitly Defined characters might only have a few aspects of the character uniquely set (such as name and a special trait), or they might also have special dialog in the game if they are present in your household. Some boss fights have this kind of character available for capture. Dolcaar is one of them.
Characters like ??? ??? that you capture in generic battles (not boss fights) or buy from non-quest slave market auctions are Expanded Random. They have art sets and personal details that are picked out of a pool of possible options. You can't release them into the wild and get them back later.
Throwaway NPCs are the remaining NPCs that aren't intended to be kept in your household. Some of them are Explicitly Defined (like the prowler) adn some are randoms that rolled a result outside of the list of available image sets and personal details. As the dev works on the game, more throwaways get turned into Expanded Randoms (via their rolls being linked to art sets and descriptive text, or via the game code being changed so that they can feasibly stick around longer in your household).
You can create a custom NPC for your game by modifying the game code for an avatar number that is linked to an NPC that you have in your household. Don't modify the number! Modify the related code. For example, you can turn Lovisa into a custom NPC by looking up all occurences of her avatar ID in the code and changing the related dialog, name definitions, stats, etc. You can do the same with any mercenary you have, any Explicitly Defined you have, or any Expanded Random you have. You just look up the avatar ID number assigned to the NPC in your save file, then find all associated instances in the game's code and change whatever related details you want to.
You say 'Throwaway NPCs are the remaining NPCs that aren't intended to be kept in your household'. Without digging through code or by memorizing the wiki entries the player has no effective way of knowing what is what. If those are not meant to be part of the household, why let them join in the first place? If the game's idea is to only fill the household with chars that are non-throwaways, why not simply disable the ability to add them to the household in the first place?
People have had many issues understanding who is what (just go back the thread and count those posts), the wiki never states anything about that being a main idea of the game, because that would mean there is a certain way a player is supposed to play the game to be successful. A player that hasnt been playing for a longer time can not see the difference in terms of stat limits vs better stats for integrated ones either. So either this really needs fixing asap or at least some proper stating in the wiki.