Add Powder Gangers faction and assets

Introduce a new Powder Gangers faction and full content set: faction def, character defs, backstories, unique pawnkinds, pawn kind entries, prefabs, quest scripts, site defs, and many textures (apparel, buildings, icons, items). Also update NCR-related defs: normalize backstory tags (baseDesc -> description) in NCR deserter backstories, set basicMemberKind and add crashed-vertibird survivor groups in the NCR faction, change a deserter faction required count to 1, and add settlement defense group options and settlement-control extension replacements for spawn config entries. Minor comment/header tweak in CharacterDefs_NCR and assorted apparel/headgear/traderkind/pawnkind modifications to integrate the new faction.
This commit is contained in:
RickGrymes
2026-05-31 10:38:17 -05:00
parent 7ccf71fde5
commit fc8b50c161
65 changed files with 3611 additions and 39 deletions
@@ -14,7 +14,7 @@
<slot>Adulthood</slot>
<bodyTypeMale>Male</bodyTypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<baseDesc>Once a loyal NCR trooper, he grew weary of endless campaigns and corrupt officers. Now he fights for survival among fellow deserters.</baseDesc>
<description>Once a loyal NCR trooper, he grew weary of endless campaigns and corrupt officers. Now he fights for survival among fellow deserters.</description>
<spawnCategories>
<li>FCP_Backstory_NCR_Deserter_Trooper</li>
</spawnCategories>
@@ -29,7 +29,7 @@
<slot>Adulthood</slot>
<bodyTypeMale>Male</bodyTypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<baseDesc>Injured in battle and abandoned by command, this trooper deserted to escape a system that no longer cared for its own.</baseDesc>
<description>Injured in battle and abandoned by command, this trooper deserted to escape a system that no longer cared for its own.</description>
<spawnCategories>
<li>FCP_Backstory_NCR_Deserter_Trooper</li>
</spawnCategories>
@@ -44,7 +44,7 @@
<slot>Adulthood</slot>
<bodyTypeMale>Male</bodyTypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<baseDesc>Skilled at navigating the wasteland, this scout left the NCR to use his talents for his own survival and profit.</baseDesc>
<description>Skilled at navigating the wasteland, this scout left the NCR to use his talents for his own survival and profit.</description>
<spawnCategories>
<li>FCP_Backstory_NCR_Deserter_Trooper</li>
</spawnCategories>
@@ -59,7 +59,7 @@
<slot>Adulthood</slot>
<bodyTypeMale>Male</bodyTypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<baseDesc>Dreaming of riches, this trooper abandoned the NCR to become a gun for hire, selling his skills to the highest bidder.</baseDesc>
<description>Dreaming of riches, this trooper abandoned the NCR to become a gun for hire, selling his skills to the highest bidder.</description>
<spawnCategories>
<li>FCP_Backstory_NCR_Deserter_Trooper</li>
</spawnCategories>
@@ -74,7 +74,7 @@
<slot>Adulthood</slot>
<bodyTypeMale>Male</bodyTypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<baseDesc>Once tasked with protecting NCR assets, a single mistake led to disgrace and desertion. Now he seeks redemption among outcasts.</baseDesc>
<description>Once tasked with protecting NCR assets, a single mistake led to disgrace and desertion. Now he seeks redemption among outcasts.</description>
<spawnCategories>
<li>FCP_Backstory_NCR_Deserter_Trooper</li>
</spawnCategories>
@@ -91,7 +91,7 @@
<slot>Adulthood</slot>
<bodyTypeMale>Male</bodyTypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<baseDesc>Once an NCR officer, he used his rank for personal gain until his crimes were discovered. Now he leads deserters in the wasteland.</baseDesc>
<description>Once an NCR officer, he used his rank for personal gain until his crimes were discovered. Now he leads deserters in the wasteland.</description>
<spawnCategories>
<li>FCP_Backstory_NCR_Deserter_Officer</li>
</spawnCategories>
@@ -106,7 +106,7 @@
<slot>Adulthood</slot>
<bodyTypeMale>Male</bodyTypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<baseDesc>Frustrated by the NCR's poor leadership, this officer deserted to put his tactical skills to better use among the rogue ranks.</baseDesc>
<description>Frustrated by the NCR's poor leadership, this officer deserted to put his tactical skills to better use among the rogue ranks.</description>
<spawnCategories>
<li>FCP_Backstory_NCR_Deserter_Officer</li>
</spawnCategories>
@@ -121,7 +121,7 @@
<slot>Adulthood</slot>
<bodyTypeMale>Male</bodyTypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<baseDesc>Banished for questioning orders, this commander now leads deserters in their fight against former allies and enemies alike.</baseDesc>
<description>Banished for questioning orders, this commander now leads deserters in their fight against former allies and enemies alike.</description>
<spawnCategories>
<li>FCP_Backstory_NCR_Deserter_Officer</li>
</spawnCategories>
@@ -136,7 +136,7 @@
<slot>Adulthood</slot>
<bodyTypeMale>Male</bodyTypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<baseDesc>Skilled in negotiation, this officer deserted to broker deals and alliances for the survival of his new faction.</baseDesc>
<description>Skilled in negotiation, this officer deserted to broker deals and alliances for the survival of his new faction.</description>
<spawnCategories>
<li>FCP_Backstory_NCR_Deserter_Officer</li>
</spawnCategories>
@@ -151,7 +151,7 @@
<slot>Adulthood</slot>
<bodyTypeMale>Male</bodyTypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<baseDesc>Driven by revenge against the NCR, this captain deserted to lead attacks on his former comrades and claim his own justice.</baseDesc>
<description>Driven by revenge against the NCR, this captain deserted to lead attacks on his former comrades and claim his own justice.</description>
<spawnCategories>
<li>FCP_Backstory_NCR_Deserter_Officer</li>
</spawnCategories>
@@ -168,7 +168,7 @@
<slot>Adulthood</slot>
<bodyTypeMale>Male</bodyTypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<baseDesc>Once a decorated NCR colonel, he now leads deserters with ruthless efficiency, carving out territory in the wasteland.</baseDesc>
<description>Once a decorated NCR colonel, he now leads deserters with ruthless efficiency, carving out territory in the wasteland.</description>
<spawnCategories>
<li>FCP_Backstory_NCR_Deserter_Colonel</li>
</spawnCategories>
@@ -183,7 +183,7 @@
<slot>Adulthood</slot>
<bodyTypeMale>Male</bodyTypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<baseDesc>Renowned for his battlefield tactics, this colonel was exiled for insubordination and now commands a rogue army.</baseDesc>
<description>Renowned for his battlefield tactics, this colonel was exiled for insubordination and now commands a rogue army.</description>
<spawnCategories>
<li>FCP_Backstory_NCR_Deserter_Colonel</li>
</spawnCategories>
@@ -198,7 +198,7 @@
<slot>Adulthood</slot>
<bodyTypeMale>Male</bodyTypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<baseDesc>With a vision for a new order, this colonel deserted the NCR to become a feared warlord among the wasteland's outcasts.</baseDesc>
<description>With a vision for a new order, this colonel deserted the NCR to become a feared warlord among the wasteland's outcasts.</description>
<spawnCategories>
<li>FCP_Backstory_NCR_Deserter_Colonel</li>
</spawnCategories>
@@ -213,7 +213,7 @@
<slot>Adulthood</slot>
<bodyTypeMale>Male</bodyTypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<baseDesc>Once respected, this colonel's fall from grace led him to gather deserters and forge a new path in the wasteland.</baseDesc>
<description>Once respected, this colonel's fall from grace led him to gather deserters and forge a new path in the wasteland.</description>
<spawnCategories>
<li>FCP_Backstory_NCR_Deserter_Colonel</li>
</spawnCategories>
@@ -228,7 +228,7 @@
<slot>Adulthood</slot>
<bodyTypeMale>Male</bodyTypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<baseDesc>Leading with experience and ambition, this colonel deserted to command mercenaries and carve out his own legacy.</baseDesc>
<description>Leading with experience and ambition, this colonel deserted to command mercenaries and carve out his own legacy.</description>
<spawnCategories>
<li>FCP_Backstory_NCR_Deserter_Colonel</li>
</spawnCategories>
@@ -0,0 +1,122 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--__________ Powder Gangers Backstories __________-->
<!-- Escaped Convict -->
<BackstoryDef>
<defName>FCP_Backstory_Powder_Ganger_A</defName>
<title>Escaped Convict</title>
<titleShort>Convict</titleShort>
<slot>Adulthood</slot>
<bodyTypeMale>Male</bodyTypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<baseDesc>[PAWN_nameDef] took part in the NCRCF riot and escaped during the chaos. Armed with stolen weapons and whatever explosives could be scavenged, [PAWN_pronoun] now survives by raiding travelers and settlements.</baseDesc>
<skillGains>
<Shooting>4</Shooting>
<Melee>2</Melee>
</skillGains>
<spawnCategories>
<li>FCP_Backstory_Powder_Ganger</li>
</spawnCategories>
<workDisables>
<li>Caring</li>
</workDisables>
</BackstoryDef>
<!-- Prison Enforcer -->
<BackstoryDef>
<defName>FCP_Backstory_Powder_Ganger_B</defName>
<title>Prison Enforcer</title>
<titleShort>Enforcer</titleShort>
<slot>Adulthood</slot>
<bodyTypeMale>Hulk</bodyTypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<baseDesc>Before the breakout, [PAWN_nameDef] kept order among the inmates through intimidation and violence. Those skills proved useful when the Powder Gangers needed muscle for their raids.</baseDesc>
<skillGains>
<Melee>5</Melee>
<Shooting>2</Shooting>
</skillGains>
<spawnCategories>
<li>FCP_Backstory_Powder_Ganger</li>
</spawnCategories>
<forcedTraits>
<Brawler>0</Brawler>
</forcedTraits>
<workDisables>
<li>Intellectual</li>
</workDisables>
</BackstoryDef>
<!-- Demolitions Expert -->
<BackstoryDef>
<defName>FCP_Backstory_Powder_Ganger_C</defName>
<title>Demolitions Expert</title>
<titleShort>Demo Expert</titleShort>
<slot>Adulthood</slot>
<bodyTypeMale>Male</bodyTypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<baseDesc>[PAWN_nameDef] learned to handle explosives working on NCR road crews as an inmate. After the breakout, those skills made [PAWN_objective] invaluable to the gang.</baseDesc>
<skillGains>
<Shooting>3</Shooting>
<Crafting>3</Crafting>
<Construction>2</Construction>
</skillGains>
<spawnCategories>
<li>FCP_Backstory_Powder_Ganger</li>
</spawnCategories>
</BackstoryDef>
<!-- Gang Boss -->
<BackstoryDef>
<defName>FCP_Backstory_Powder_Ganger_D</defName>
<title>Gang Boss</title>
<titleShort>Boss</titleShort>
<slot>Adulthood</slot>
<bodyTypeMale>Male</bodyTypeMale>
<bodyTypeFemale>Female</bodyTypeFemale>
<baseDesc>[PAWN_nameDef] organized the riot that freed the prisoners from NCRCF. Now [PAWN_pronoun] leads a crew of escaped convicts, raiding and extorting anyone unlucky enough to cross their path.</baseDesc>
<skillGains>
<Shooting>5</Shooting>
<Melee>3</Melee>
<Social>4</Social>
</skillGains>
<spawnCategories>
<li>FCP_Backstory_Powder_Ganger</li>
</spawnCategories>
<forcedTraits>
<Tough>0</Tough>
</forcedTraits>
</BackstoryDef>
<!-- Strung Out Raider -->
<BackstoryDef>
<defName>FCP_Backstory_Powder_Ganger_E</defName>
<title>Strung Out Raider</title>
<titleShort>Raider</titleShort>
<slot>Adulthood</slot>
<bodyTypeMale>Thin</bodyTypeMale>
<bodyTypeFemale>Thin</bodyTypeFemale>
<baseDesc>Years of substance abuse left [PAWN_nameDef] unstable and paranoid. The breakout gave [PAWN_objective] freedom, but [PAWN_pronoun] still relies on violence and theft to feed various habits.</baseDesc>
<skillGains>
<Shooting>3</Shooting>
<Melee>2</Melee>
</skillGains>
<spawnCategories>
<li>FCP_Backstory_Powder_Ganger</li>
</spawnCategories>
<forcedTraits>
<DrugDesire>1</DrugDesire>
</forcedTraits>
<workDisables>
<li>Intellectual</li>
<li>Caring</li>
</workDisables>
</BackstoryDef>
</Defs>
@@ -0,0 +1,263 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--__________ Powder Gangers Character Backstories __________-->
<!-- Samuel Cooke -->
<BackstoryDef>
<defName>FCP_Backstory_Samuel_Cooke_Adult</defName>
<title>Vault 19 gang leader</title>
<titleShort>gang leader</titleShort>
<slot>Adulthood</slot>
<description>After escaping NCRCF, [PAWN_nameDef] organized a disciplined gang at Vault 19. Unlike other Powder Gangers, [PAWN_pronoun] believes in structure and vision, seeing [PAWN_possessive] gang as the foundation of something greater.</description>
<skillGains>
<Shooting>6</Shooting>
<Social>6</Social>
<Melee>3</Melee>
<Intellectual>3</Intellectual>
</skillGains>
<spawnCategories>
<li>FCP_Backstory_Samuel_Cooke</li>
</spawnCategories>
<forcedTraits>
<Tough>0</Tough>
</forcedTraits>
<requiredWorkTags>
<li>Violent</li>
</requiredWorkTags>
</BackstoryDef>
<!-- Eddie -->
<BackstoryDef>
<defName>FCP_Backstory_Eddie_Adult</defName>
<title>NCRCF gang boss</title>
<titleShort>gang boss</titleShort>
<slot>Adulthood</slot>
<description>[PAWN_nameDef] seized control of NCRCF after the prison riot, ruling through intimidation and brutal enforcement. [PAWN_pronoun] keeps the prison as [PAWN_possessive] stronghold, extracting tribute from those who pass through [PAWN_possessive] territory.</description>
<skillGains>
<Shooting>5</Shooting>
<Melee>7</Melee>
<Social>3</Social>
</skillGains>
<spawnCategories>
<li>FCP_Backstory_Eddie</li>
</spawnCategories>
<forcedTraits>
<Brawler>0</Brawler>
</forcedTraits>
<requiredWorkTags>
<li>Violent</li>
</requiredWorkTags>
<workDisables>
<li>Intellectual</li>
</workDisables>
</BackstoryDef>
<!-- Meyers -->
<BackstoryDef>
<defName>FCP_Backstory_Meyers_Adult</defName>
<title>disgraced sheriff</title>
<titleShort>ex-sheriff</titleShort>
<slot>Adulthood</slot>
<description>[PAWN_nameDef] served as sheriff of Primm until [PAWN_possessive] brutal methods crossed the line. Imprisoned at NCRCF for manslaughter, [PAWN_pronoun] believes [PAWN_pronoun] did what was necessary to keep order.</description>
<skillGains>
<Shooting>7</Shooting>
<Melee>3</Melee>
<Social>4</Social>
<Intellectual>2</Intellectual>
</skillGains>
<spawnCategories>
<li>FCP_Backstory_Meyers</li>
</spawnCategories>
<requiredWorkTags>
<li>Violent</li>
</requiredWorkTags>
</BackstoryDef>
<!-- Joe Cobb -->
<BackstoryDef>
<defName>FCP_Backstory_Joe_Cobb_Adult</defName>
<title>powder ganger raider</title>
<titleShort>raider</titleShort>
<slot>Adulthood</slot>
<description>After escaping NCRCF, [PAWN_nameDef] formed a raiding group targeting poorly defended settlements. [PAWN_pronoun] led the assault on Goodsprings, seeing easy prey in isolated frontier towns.</description>
<skillGains>
<Shooting>5</Shooting>
<Melee>3</Melee>
<Social>2</Social>
</skillGains>
<spawnCategories>
<li>FCP_Backstory_Joe_Cobb</li>
</spawnCategories>
<requiredWorkTags>
<li>Violent</li>
</requiredWorkTags>
<workDisables>
<li>Caring</li>
</workDisables>
</BackstoryDef>
<!-- Boxcars -->
<BackstoryDef>
<defName>FCP_Backstory_Boxcars_Adult</defName>
<title>Legion-crippled ganger</title>
<titleShort>crippled</titleShort>
<slot>Adulthood</slot>
<description>[PAWN_nameDef] rode with the Powder Gangers until Caesar's Legion crucified [PAWN_possessive] gang in Nipton. [PAWN_pronoun] was the only survivor, left alive but crippled as a warning. Now [PAWN_pronoun] lives on chems and bitterness.</description>
<skillGains>
<Shooting>2</Shooting>
<Melee>1</Melee>
</skillGains>
<spawnCategories>
<li>FCP_Backstory_Boxcars</li>
</spawnCategories>
<forcedTraits>
<DrugDesire>2</DrugDesire>
</forcedTraits>
<workDisables>
<li>Caring</li>
<li>Intellectual</li>
</workDisables>
</BackstoryDef>
<!-- Philip Lem -->
<BackstoryDef>
<defName>FCP_Backstory_Philip_Lem_Adult</defName>
<title>Vault 19 lieutenant</title>
<titleShort>lieutenant</titleShort>
<slot>Adulthood</slot>
<description>[PAWN_nameDef] serves as Samuel Cooke's second-in-command at Vault 19. [PAWN_pronoun] handles the day-to-day operations of the gang, managing supplies and coordinating their activities.</description>
<skillGains>
<Shooting>5</Shooting>
<Social>4</Social>
<Melee>2</Melee>
<Intellectual>2</Intellectual>
</skillGains>
<spawnCategories>
<li>FCP_Backstory_Philip_Lem</li>
</spawnCategories>
<requiredWorkTags>
<li>Violent</li>
</requiredWorkTags>
</BackstoryDef>
<!-- Carter -->
<BackstoryDef>
<defName>FCP_Backstory_Carter_Adult</defName>
<title>prison gate guard</title>
<titleShort>gate guard</titleShort>
<slot>Adulthood</slot>
<description>[PAWN_nameDef] stands watch at the entrance to NCRCF, checking visitors and watching for NCR patrols. [PAWN_pronoun] knows everyone who comes and goes from the prison.</description>
<skillGains>
<Shooting>4</Shooting>
<Melee>2</Melee>
<Social>1</Social>
</skillGains>
<spawnCategories>
<li>FCP_Backstory_Carter</li>
</spawnCategories>
<requiredWorkTags>
<li>Violent</li>
</requiredWorkTags>
</BackstoryDef>
<!-- Dawes -->
<BackstoryDef>
<defName>FCP_Backstory_Dawes_Adult</defName>
<title>cell block guard</title>
<titleShort>cell guard</titleShort>
<slot>Adulthood</slot>
<description>[PAWN_nameDef] patrols the cell blocks at NCRCF, keeping the other prisoners in line and enforcing Eddie's rules. [PAWN_pronoun] enjoys having authority over those weaker than [PAWN_objective].</description>
<skillGains>
<Shooting>4</Shooting>
<Melee>3</Melee>
<Social>1</Social>
</skillGains>
<spawnCategories>
<li>FCP_Backstory_Dawes</li>
</spawnCategories>
<requiredWorkTags>
<li>Violent</li>
</requiredWorkTags>
</BackstoryDef>
<!-- Scrambler -->
<BackstoryDef>
<defName>FCP_Backstory_Scrambler_Adult</defName>
<title>prison yard overseer</title>
<titleShort>overseer</titleShort>
<slot>Adulthood</slot>
<description>[PAWN_nameDef] manages the prison yard at NCRCF, overseeing supplies, coordinating work details, and ensuring Eddie's orders are carried out. [PAWN_pronoun] keeps the gang's operations running smoothly.</description>
<skillGains>
<Shooting>4</Shooting>
<Melee>2</Melee>
<Social>3</Social>
<Intellectual>1</Intellectual>
</skillGains>
<spawnCategories>
<li>FCP_Backstory_Scrambler</li>
</spawnCategories>
<requiredWorkTags>
<li>Violent</li>
</requiredWorkTags>
</BackstoryDef>
<!-- Chavez -->
<BackstoryDef>
<defName>FCP_Backstory_Chavez_Adult</defName>
<title>Eddie's enforcer</title>
<titleShort>enforcer</titleShort>
<slot>Adulthood</slot>
<description>[PAWN_nameDef] serves as Eddie's personal enforcer at NCRCF, delivering beatings and worse to anyone who steps out of line. [PAWN_pronoun] takes savage pleasure in violence.</description>
<skillGains>
<Shooting>3</Shooting>
<Melee>6</Melee>
<Social>1</Social>
</skillGains>
<spawnCategories>
<li>FCP_Backstory_Chavez</li>
</spawnCategories>
<forcedTraits>
<Brawler>0</Brawler>
</forcedTraits>
<requiredWorkTags>
<li>Violent</li>
</requiredWorkTags>
<workDisables>
<li>Intellectual</li>
</workDisables>
</BackstoryDef>
<!-- Hannigan -->
<BackstoryDef>
<defName>FCP_Backstory_Hannigan_Adult</defName>
<title>Vault 19 technician</title>
<titleShort>technician</titleShort>
<slot>Adulthood</slot>
<description>[PAWN_nameDef] maintains the aging systems at Vault 19 for Samuel Cooke's gang. [PAWN_pronoun] keeps the generators running, the doors working, and repairs whatever equipment the gang salvages.</description>
<skillGains>
<Shooting>2</Shooting>
<Crafting>5</Crafting>
<Construction>3</Construction>
<Intellectual>2</Intellectual>
</skillGains>
<spawnCategories>
<li>FCP_Backstory_Hannigan</li>
</spawnCategories>
<requiredWorkTags>
<li>Violent</li>
</requiredWorkTags>
</BackstoryDef>
</Defs>
+1 -1
View File
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!--__________ NCR Character Definitions - Part 1 __________-->
<!--__________ NCR Character Definitions __________-->
<!--___ Politicians ___-->
@@ -0,0 +1,300 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!--__________ Powder Gangers Character Definitions __________-->
<!--___ Gang Leaders ___-->
<!-- Samuel Cooke -->
<FCP.Core.CharacterDef>
<defName>FCP_Character_Powder_Ganger_Samuel_Cooke</defName>
<pawnKind>FCP_Unique_Pawnkind_Samuel_Cooke</pawnKind>
<faction>FCP_Faction_Powder_Gangers</faction>
<xenotype>Baseliner</xenotype>
<definitions>
<li Class="FCP.Core.CharacterStoryDefinition">
<firstName>Samuel</firstName>
<lastName>Cooke</lastName>
<nickname>Cooke</nickname>
<gender>Male</gender>
<age>36</age>
</li>
<li Class="FCP.Core.CharacterAppearanceDefinition">
<hairColor>(40, 30, 20)</hairColor>
<hairDef>Mohawk</hairDef>
<beardDef>Goatee</beardDef>
<skinColorOverride>(190, 160, 135)</skinColorOverride>
<headTypeDef>Male_AverageNormal</headTypeDef>
<bodyTypeDef>Male</bodyTypeDef>
</li>
</definitions>
</FCP.Core.CharacterDef>
<!-- Eddie -->
<FCP.Core.CharacterDef>
<defName>FCP_Character_Powder_Ganger_Eddie</defName>
<pawnKind>FCP_Unique_Pawnkind_Eddie</pawnKind>
<faction>FCP_Faction_Powder_Gangers</faction>
<xenotype>Baseliner</xenotype>
<definitions>
<li Class="FCP.Core.CharacterStoryDefinition">
<firstName>Eddie</firstName>
<lastName></lastName>
<nickname>Eddie</nickname>
<gender>Male</gender>
<age>33</age>
</li>
<li Class="FCP.Core.CharacterAppearanceDefinition">
<hairColor>(25, 20, 15)</hairColor>
<hairDef>Shaved</hairDef>
<beardDef>NoBeard</beardDef>
<skinColorOverride>(180, 150, 125)</skinColorOverride>
<headTypeDef>Male_AverageWide</headTypeDef>
<bodyTypeDef>Hulk</bodyTypeDef>
</li>
</definitions>
</FCP.Core.CharacterDef>
<!-- Meyers -->
<FCP.Core.CharacterDef>
<defName>FCP_Character_Powder_Ganger_Meyers</defName>
<pawnKind>FCP_Unique_Pawnkind_Meyers</pawnKind>
<faction>FCP_Faction_Powder_Gangers</faction>
<xenotype>Baseliner</xenotype>
<definitions>
<li Class="FCP.Core.CharacterStoryDefinition">
<firstName>Meyers</firstName>
<lastName></lastName>
<nickname>Sheriff</nickname>
<gender>Male</gender>
<age>52</age>
</li>
<li Class="FCP.Core.CharacterAppearanceDefinition">
<hairColor>(80, 75, 70)</hairColor>
<hairDef>Flowy</hairDef>
<beardDef>Full</beardDef>
<skinColorOverride>(195, 170, 145)</skinColorOverride>
<headTypeDef>Male_AverageWide</headTypeDef>
<bodyTypeDef>Male</bodyTypeDef>
</li>
</definitions>
</FCP.Core.CharacterDef>
<!--___ Raider Leaders ___-->
<!-- Joe Cobb -->
<FCP.Core.CharacterDef>
<defName>FCP_Character_Powder_Ganger_Joe_Cobb</defName>
<pawnKind>FCP_Unique_Pawnkind_Joe_Cobb</pawnKind>
<faction>FCP_Faction_Powder_Gangers</faction>
<xenotype>Baseliner</xenotype>
<definitions>
<li Class="FCP.Core.CharacterStoryDefinition">
<firstName>Joe</firstName>
<lastName>Cobb</lastName>
<nickname>Joe</nickname>
<gender>Male</gender>
<age>31</age>
</li>
<li Class="FCP.Core.CharacterAppearanceDefinition">
<hairColor>(45, 35, 25)</hairColor>
<hairDef>Topdog</hairDef>
<beardDef>Goatee</beardDef>
<skinColorOverride>(175, 145, 120)</skinColorOverride>
<headTypeDef>Male_AverageNormal</headTypeDef>
<bodyTypeDef>Male</bodyTypeDef>
</li>
</definitions>
</FCP.Core.CharacterDef>
<!-- Boxcars -->
<FCP.Core.CharacterDef>
<defName>FCP_Character_Powder_Ganger_Boxcars</defName>
<pawnKind>FCP_Unique_Pawnkind_Boxcars</pawnKind>
<faction>FCP_Faction_Powder_Gangers</faction>
<xenotype>Baseliner</xenotype>
<definitions>
<li Class="FCP.Core.CharacterStoryDefinition">
<firstName>Boxcars</firstName>
<lastName></lastName>
<nickname>Boxcars</nickname>
<gender>Male</gender>
<age>34</age>
</li>
<li Class="FCP.Core.CharacterAppearanceDefinition">
<hairColor>(50, 40, 30)</hairColor>
<hairDef>Messy</hairDef>
<beardDef>Stubble</beardDef>
<skinColorOverride>(160, 135, 110)</skinColorOverride>
<headTypeDef>Male_AverageNormal</headTypeDef>
<bodyTypeDef>Thin</bodyTypeDef>
</li>
</definitions>
</FCP.Core.CharacterDef>
<!--___ Vault 19 Gang ___-->
<!-- Philip Lem -->
<FCP.Core.CharacterDef>
<defName>FCP_Character_Powder_Ganger_Philip_Lem</defName>
<pawnKind>FCP_Unique_Pawnkind_Philip_Lem</pawnKind>
<faction>FCP_Faction_Powder_Gangers</faction>
<xenotype>Baseliner</xenotype>
<definitions>
<li Class="FCP.Core.CharacterStoryDefinition">
<firstName>Philip</firstName>
<lastName>Lem</lastName>
<nickname>Lem</nickname>
<gender>Male</gender>
<age>29</age>
</li>
<li Class="FCP.Core.CharacterAppearanceDefinition">
<hairColor>(55, 45, 35)</hairColor>
<hairDef>Wavy</hairDef>
<beardDef>NoBeard</beardDef>
<skinColorOverride>(185, 160, 135)</skinColorOverride>
<headTypeDef>Male_AverageNormal</headTypeDef>
<bodyTypeDef>Male</bodyTypeDef>
</li>
</definitions>
</FCP.Core.CharacterDef>
<!-- Hannigan -->
<FCP.Core.CharacterDef>
<defName>FCP_Character_Powder_Ganger_Hannigan</defName>
<pawnKind>FCP_Unique_Pawnkind_Hannigan</pawnKind>
<faction>FCP_Faction_Powder_Gangers</faction>
<xenotype>Baseliner</xenotype>
<definitions>
<li Class="FCP.Core.CharacterStoryDefinition">
<firstName>Hannigan</firstName>
<lastName></lastName>
<nickname>Hannigan</nickname>
<gender>Male</gender>
<age>27</age>
</li>
<li Class="FCP.Core.CharacterAppearanceDefinition">
<hairColor>(60, 50, 40)</hairColor>
<hairDef>Shaved</hairDef>
<beardDef>NoBeard</beardDef>
<skinColorOverride>(190, 165, 140)</skinColorOverride>
<headTypeDef>Male_AverageNormal</headTypeDef>
<bodyTypeDef>Thin</bodyTypeDef>
</li>
</definitions>
</FCP.Core.CharacterDef>
<!--___ NCRCF Guards ___-->
<!-- Carter -->
<FCP.Core.CharacterDef>
<defName>FCP_Character_Powder_Ganger_Carter</defName>
<pawnKind>FCP_Unique_Pawnkind_Carter</pawnKind>
<faction>FCP_Faction_Powder_Gangers</faction>
<xenotype>Baseliner</xenotype>
<definitions>
<li Class="FCP.Core.CharacterStoryDefinition">
<firstName>Carter</firstName>
<lastName></lastName>
<nickname>Carter</nickname>
<gender>Male</gender>
<age>28</age>
</li>
<li Class="FCP.Core.CharacterAppearanceDefinition">
<hairColor>(50, 40, 30)</hairColor>
<hairDef>Topdog</hairDef>
<beardDef>NoBeard</beardDef>
<skinColorOverride>(180, 155, 130)</skinColorOverride>
<headTypeDef>Male_AverageNormal</headTypeDef>
<bodyTypeDef>Male</bodyTypeDef>
</li>
</definitions>
</FCP.Core.CharacterDef>
<!-- Dawes -->
<FCP.Core.CharacterDef>
<defName>FCP_Character_Powder_Ganger_Dawes</defName>
<pawnKind>FCP_Unique_Pawnkind_Dawes</pawnKind>
<faction>FCP_Faction_Powder_Gangers</faction>
<xenotype>Baseliner</xenotype>
<definitions>
<li Class="FCP.Core.CharacterStoryDefinition">
<firstName>Dawes</firstName>
<lastName></lastName>
<nickname>Dawes</nickname>
<gender>Male</gender>
<age>32</age>
</li>
<li Class="FCP.Core.CharacterAppearanceDefinition">
<hairColor>(40, 35, 25)</hairColor>
<hairDef>Mohawk</hairDef>
<beardDef>Stubble</beardDef>
<skinColorOverride>(170, 145, 120)</skinColorOverride>
<headTypeDef>Male_AverageNormal</headTypeDef>
<bodyTypeDef>Male</bodyTypeDef>
</li>
</definitions>
</FCP.Core.CharacterDef>
<!-- Scrambler -->
<FCP.Core.CharacterDef>
<defName>FCP_Character_Powder_Ganger_Scrambler</defName>
<pawnKind>FCP_Unique_Pawnkind_Scrambler</pawnKind>
<faction>FCP_Faction_Powder_Gangers</faction>
<xenotype>Baseliner</xenotype>
<definitions>
<li Class="FCP.Core.CharacterStoryDefinition">
<firstName>Scrambler</firstName>
<lastName></lastName>
<nickname>Scrambler</nickname>
<gender>Male</gender>
<age>35</age>
</li>
<li Class="FCP.Core.CharacterAppearanceDefinition">
<hairColor>(55, 45, 35)</hairColor>
<hairDef>Wavy</hairDef>
<beardDef>Goatee</beardDef>
<skinColorOverride>(185, 160, 135)</skinColorOverride>
<headTypeDef>Male_AverageNormal</headTypeDef>
<bodyTypeDef>Male</bodyTypeDef>
</li>
</definitions>
</FCP.Core.CharacterDef>
<!-- Chavez -->
<FCP.Core.CharacterDef>
<defName>FCP_Character_Powder_Ganger_Chavez</defName>
<pawnKind>FCP_Unique_Pawnkind_Chavez</pawnKind>
<faction>FCP_Faction_Powder_Gangers</faction>
<xenotype>Baseliner</xenotype>
<definitions>
<li Class="FCP.Core.CharacterStoryDefinition">
<firstName>Chavez</firstName>
<lastName></lastName>
<nickname>Chavez</nickname>
<gender>Male</gender>
<age>30</age>
</li>
<li Class="FCP.Core.CharacterAppearanceDefinition">
<hairColor>(30, 25, 20)</hairColor>
<hairDef>Shaved</hairDef>
<beardDef>NoBeard</beardDef>
<skinColorOverride>(165, 135, 110)</skinColorOverride>
<headTypeDef>Male_AverageWide</headTypeDef>
<bodyTypeDef>Hulk</bodyTypeDef>
</li>
</definitions>
</FCP.Core.CharacterDef>
</Defs>
+40 -1
View File
@@ -35,6 +35,7 @@
<allowedCultures>
<li>FCP_Culture_NCR_Californian</li>
</allowedCultures>
<basicMemberKind>FCP_Pawnkind_NCR_Trooper</basicMemberKind>
<!--__________ Ideology __________-->
@@ -788,6 +789,44 @@
<minDistanceBetweenShuttles>10</minDistanceBetweenShuttles>
<maxPawnCountInOneShuttle>6</maxPawnCountInOneShuttle>
</li>
<!-- Crashed Vertibird -->
<li Class="FCP.Core.RadiantQuests.FactionExtension_Vertibird">
<crashedVertibird>FCP_NCR_Vertibird_Crashed</crashedVertibird>
<survivorGroups>
<!-- Trooper squad -->
<li>
<leaderKind>FCP_Pawnkind_NCR_Officer</leaderKind>
<basicKind>FCP_Pawnkind_NCR_Trooper</basicKind>
<count>8</count>
<difficultyMultiplier>1.0</difficultyMultiplier>
</li>
<!-- Recon squad -->
<li>
<basicKind>FCP_Pawnkind_NCR_Scout_Recon</basicKind>
<count>8</count>
<difficultyMultiplier>1.0</difficultyMultiplier>
</li>
<!-- Heavy weapons squad -->
<li>
<basicKind>FCP_Pawnkind_NCR_Trooper_Heavy</basicKind>
<count>3</count>
<difficultyMultiplier>1.3</difficultyMultiplier>
</li>
<!-- Ranger squad -->
<li>
<leaderKind>FCP_Pawnkind_NCR_Ambassador</leaderKind>
<basicKind>FCP_Pawnkind_NCR_Ranger_Patrolman</basicKind>
<count>8</count>
<difficultyMultiplier>1.5</difficultyMultiplier>
</li>
<!-- Veteran Rangers -->
<li>
<basicKind>FCP_Pawnkind_NCR_Ranger_Veteran</basicKind>
<count>4</count>
<difficultyMultiplier>2.0</difficultyMultiplier>
</li>
</survivorGroups>
</li>
<!-- Territory stuff -->
<!-- <li class="FCP.Factions.FactionExtension_HasTerritory">
<territoryColor>(222, 49, 41)</territoryColor>
@@ -797,7 +836,7 @@
<renderTerritoryOverWater>false</renderTerritoryOverWater>
</li> -->
<!-- Clusters and biome configuration -->
<li Class="FCP.Factions.FactionExtension_SpawnConfig">
<li Class="FCP.Factions.FactionExtension_SettlementControl">
<allowedBiomes>
<li>AridShrubland</li>
<li>Desert</li>
+11 -2
View File
@@ -17,7 +17,7 @@
</colorSpectrum>
<maxConfigurableAtWorldCreation>9999</maxConfigurableAtWorldCreation>
<settlementGenerationWeight>0.09</settlementGenerationWeight>
<requiredCountAtGameStart>0</requiredCountAtGameStart>
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<canSiege>true</canSiege>
<canStageAttacks>true</canStageAttacks>
<fixedName>NCR Deserters</fixedName>
@@ -100,6 +100,15 @@
<!--__________ Group Makers __________-->
<pawnGroupMakers>
<!-- Settlement Defense -->
<li>
<kindDef>Settlement</kindDef>
<options>
<FCP_Pawnkind_NCR_Deserter_Trooper>10</FCP_Pawnkind_NCR_Deserter_Trooper>
<FCP_Pawnkind_NCR_Deserter_Officer>3</FCP_Pawnkind_NCR_Deserter_Officer>
<FCP_Pawnkind_NCR_Deserter_Colonel>1</FCP_Pawnkind_NCR_Deserter_Colonel>
</options>
</li>
<!-- Deserter Combat Squad -->
<li>
<kindDef>Combat</kindDef>
@@ -138,7 +147,7 @@
</arrivalModes>
</li>
<!-- Clusters and biome configuration -->
<li Class="FCP.Factions.FactionExtension_SpawnConfig">
<li Class="FCP.Factions.FactionExtension_SettlementControl">
<clustered>true</clustered>
<clusterRadius>30</clusterRadius>
</li>
+170
View File
@@ -0,0 +1,170 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--__________ Powder Gangers Faction __________-->
<FactionDef ParentName="FactionBase">
<defName>FCP_Faction_Powder_Gangers</defName>
<label>Powder Gangers</label>
<description>Escaped convicts from the NCR Correctional Facility who seized control of the prison during a violent riot. Armed with stolen guard weapons and scavenged explosives, these hardened criminals now terrorize the surrounding region. They're poorly organized and equipped, surviving through raids and extortion.</description>
<leaderTitle>Gang Leader</leaderTitle>
<pawnSingular>Powder Ganger</pawnSingular>
<pawnsPlural>Powder Gangers</pawnsPlural>
<categoryTag>Outlander</categoryTag>
<techLevel>Industrial</techLevel>
<colorSpectrum>
<li>(1, 1, 1)</li>
</colorSpectrum>
<maxConfigurableAtWorldCreation>9999</maxConfigurableAtWorldCreation>
<settlementGenerationWeight>0.02</settlementGenerationWeight>
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<canSiege>false</canSiege>
<canStageAttacks>true</canStageAttacks>
<fixedName>Powder Gangers</fixedName>
<factionIconPath>World_Icon/NCR_Icon/FCP_NCRCF_Powder_Gangers_World_Icon</factionIconPath>
<settlementTexturePath>World/WorldObjects/DefaultSettlement</settlementTexturePath>
<settlementNameMaker>FCP_Namer_Settlement_Powder_Gangers</settlementNameMaker>
<allowedCultures>
<li>FCP_Culture_NCR_Californian</li>
</allowedCultures>
<basicMemberKind>FCP_Pawnkind_Powder_Ganger</basicMemberKind>
<maxPawnCostPerTotalPointsCurve>
<points>
<li>(0,35)</li>
<li>(70, 50)</li>
<li>(700, 100)</li>
<li>(1300, 150)</li>
<li>(100000, 10000)</li>
</points>
</maxPawnCostPerTotalPointsCurve>
<!--__________ Ideology __________-->
<fixedIdeo>true</fixedIdeo>
<ideoName>Convict's Way</ideoName>
<ideoDescription>Escaped from the NCR's prisons, these outlaws live by their own code. Violence is survival, authority is oppression, and loyalty goes to those who share your scars.</ideoDescription>
<styles>
<li>FCP_Style_Californian</li>
</styles>
<forcedMemes>
<li MayRequire="Ludeon.RimWorld.Ideology">Structure_Ideological</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Raider</li>
<li MayRequire="Ludeon.RimWorld.Ideology">Individualist</li>
</forcedMemes>
<requiredPreceptsOnly>true</requiredPreceptsOnly>
<!--__________ Biotech __________-->
<xenotypeSet>
<xenotypeChances>
<Neanderthal MayRequire="Ludeon.RimWorld.Biotech">0</Neanderthal>
<Hussar MayRequire="Ludeon.RimWorld.Biotech">0</Hussar>
<Pigskin MayRequire="Ludeon.RimWorld.Biotech">0</Pigskin>
<Yttakin MayRequire="Ludeon.RimWorld.Biotech">0</Yttakin>
<Genie MayRequire="Ludeon.RimWorld.Biotech">0</Genie>
<Dirtmole MayRequire="Ludeon.RimWorld.Biotech">0</Dirtmole>
<Highmate MayRequire="Ludeon.RimWorld.Biotech">0</Highmate>
</xenotypeChances>
</xenotypeSet>
<!--__________ Backstories __________-->
<backstoryFilters>
<li>
<categories>
<li>FCP_Backstory_Powder_Ganger</li>
<li>FCP_Backstory_NCRCF_Inmate</li>
<li>FCP_Backstory_Wastelander</li>
<li>FCP_Backstory_Wastelander_Child</li>
</categories>
<commonality>1</commonality>
</li>
</backstoryFilters>
<!--__________ Group Makers __________-->
<pawnGroupMakers>
<!-- Settlement -->
<li>
<kindDef>Settlement</kindDef>
<options>
<FCP_Pawnkind_Powder_Ganger>12</FCP_Pawnkind_Powder_Ganger>
<FCP_Pawnkind_Powder_Ganger_Bomber>4</FCP_Pawnkind_Powder_Ganger_Bomber>
<FCP_Pawnkind_Powder_Ganger_Veteran>2</FCP_Pawnkind_Powder_Ganger_Veteran>
<FCP_Pawnkind_Powder_Ganger_Leader>1</FCP_Pawnkind_Powder_Ganger_Leader>
</options>
</li>
<!-- Combat: Raids -->
<li>
<kindDef>Combat</kindDef>
<options>
<FCP_Pawnkind_Powder_Ganger>10</FCP_Pawnkind_Powder_Ganger>
<FCP_Pawnkind_Powder_Ganger_Bomber>5</FCP_Pawnkind_Powder_Ganger_Bomber>
<FCP_Pawnkind_Powder_Ganger_Veteran>2</FCP_Pawnkind_Powder_Ganger_Veteran>
<FCP_Pawnkind_Powder_Ganger_Leader>1</FCP_Pawnkind_Powder_Ganger_Leader>
</options>
</li>
</pawnGroupMakers>
<modExtensions>
<li Class="FCP.Factions.FactionExtension_SettlementControl">
<maxSettlements>1</maxSettlements>
<searchRadius>500</searchRadius>
<namedSettlements>
<li>
<name>NCRCF</name>
<prefab>FCP_Prefab_NCRCF_Facility</prefab>
<forcedMapSize>(275, 1, 275)</forcedMapSize>
<guaranteedCharacters>
<li>FCP_Character_Powder_Ganger_Eddie</li>
<li>FCP_Character_Powder_Ganger_Carter</li>
<li>FCP_Character_Powder_Ganger_Dawes</li>
<li>FCP_Character_Powder_Ganger_Scrambler</li>
<li>FCP_Character_Powder_Ganger_Chavez</li>
<li>FCP_Character_Powder_Ganger_Boxcars</li>
<li>FCP_Character_Powder_Ganger_Meyers</li>
<li>FCP_Character_Powder_Ganger_Samuel_Cooke</li>
<li>FCP_Character_Powder_Ganger_Joe_Cobb</li>
<li>FCP_Character_Powder_Ganger_Philip_Lem</li>
<li>FCP_Character_Powder_Ganger_Hannigan</li>
</guaranteedCharacters>
<guaranteedPawnKinds>
<li>FCP_Pawnkind_Powder_Ganger</li>
<li>FCP_Pawnkind_Powder_Ganger</li>
<li>FCP_Pawnkind_Powder_Ganger</li>
<li>FCP_Pawnkind_Powder_Ganger</li>
<li>FCP_Pawnkind_Powder_Ganger</li>
<li>FCP_Pawnkind_Powder_Ganger</li>
<li>FCP_Pawnkind_Powder_Ganger_Bomber</li>
<li>FCP_Pawnkind_Powder_Ganger_Bomber</li>
<li>FCP_Pawnkind_Powder_Ganger_Veteran</li>
<li>FCP_Pawnkind_Powder_Ganger_Veteran</li>
</guaranteedPawnKinds>
<preferredHilliness>
<li>Flat</li>
</preferredHilliness>
<allowedBiomes>
<li>Desert</li>
<li>ExtremeDesert</li>
<li>AridShrubland</li>
</allowedBiomes>
</li>
</namedSettlements>
</li>
<li Class="FCP.Factions.FactionExtension_PermanentlyHostileTo">
<hostileFactionDefs>
<li>FCP_Faction_NCR</li>
</hostileFactionDefs>
</li>
<li Class="FCP.Factions.FactionExtension_BannedArrivalModes">
<arrivalModes>
<li>EdgeDrop</li>
<li>EdgeDropGroups</li>
<li>CenterDrop</li>
<li>RandomDrop</li>
</arrivalModes>
</li>
</modExtensions>
</FactionDef>
</Defs>
@@ -0,0 +1,35 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<MapGeneratorDef ParentName="MapCommonBase">
<defName>FCP_MapGen_NCRCF</defName>
<genSteps>
<li>ElevationFertility</li>
<li>Terrain</li>
<li>RocksFromGrid</li>
<li>FCP_Settlement_NCRCF_Prefab</li>
<li>Settlement</li>
<li>SettlementPower</li>
</genSteps>
</MapGeneratorDef>
<GenStepDef>
<defName>FCP_Settlement_NCRCF_Prefab</defName>
<order>450</order>
<genStep Class="GenStep_ScatterGroupPrefabs">
<count>1</count>
<minSpacing>5</minSpacing>
<spotMustBeStandable>false</spotMustBeStandable>
<allowRoofed>false</allowRoofed>
<warnOnFail>true</warnOnFail>
<groups>
<FCP_Prefab_NCRCF_Facility>
<weight>1.0</weight>
<indoorRuin>false</indoorRuin>
<max>1</max>
</FCP_Prefab_NCRCF_Facility>
</groups>
</genStep>
</GenStepDef>
</Defs>
@@ -39,9 +39,16 @@
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.75</skipChance>
<skipChance>0</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Item_NCR_DogTags</thingDef>
<countRange>1</countRange>
</li>
</subOptionsChooseOne>
<subOptionsChooseOne>
<li>
<skipChance>0.75</skipChance>
<thingDef>FCP_Currency_NCR_Dollar</thingDef>
<countRange>5~30</countRange>
</li>
@@ -93,9 +100,16 @@
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.70</skipChance>
<skipChance>0</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Item_NCR_DogTags</thingDef>
<countRange>1</countRange>
</li>
</subOptionsChooseOne>
<subOptionsChooseOne>
<li>
<skipChance>0.70</skipChance>
<thingDef>FCP_Currency_NCR_Dollar</thingDef>
<countRange>10~50</countRange>
</li>
@@ -155,9 +169,16 @@
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.60</skipChance>
<skipChance>0</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Item_NCR_DogTags</thingDef>
<countRange>1</countRange>
</li>
</subOptionsChooseOne>
<subOptionsChooseOne>
<li>
<skipChance>0.60</skipChance>
<thingDef>FCP_Currency_NCR_Dollar</thingDef>
<countRange>20~80</countRange>
</li>
@@ -177,4 +198,37 @@
</inventoryOptions>
</PawnKindDef>
<!-- Deserter NCRCF Inmate -->
<PawnKindDef ParentName="FCP_NCRkindBase">
<defName>FCP_Pawnkind_NCR_Deserter_NCRCF_Quest</defName>
<label>NCRCF deserter inmate</label>
<combatPower>35</combatPower>
<defaultFactionType>FCP_Faction_NCR_Deserters</defaultFactionType>
<itemQuality>Poor</itemQuality>
<gearHealthRange>0.5~1.0</gearHealthRange>
<apparelRequired>
<li>FCP_Apparel_NCRCF_Inmate_Uniform</li>
</apparelRequired>
<initialWillRange>1~3</initialWillRange>
<initialResistanceRange>10~17</initialResistanceRange>
<backstoryFiltersOverride>
<li>
<categoriesChildhood>
<li>FCP_Backstory_NCR_Child</li>
<li>FCP_Backstory_Wastelander_Child</li>
</categoriesChildhood>
<categoriesAdulthood>
<li>FCP_Backstory_NCR_Deserter_Trooper</li>
<li>FCP_Backstory_NCRCF_Inmate</li>
</categoriesAdulthood>
</li>
</backstoryFiltersOverride>
<modExtensions>
<li Class=" FCP.Core.ModExtension_PawnKindProperties">
<purchasableFromTrader>False</purchasableFromTrader>
</li>
</modExtensions>
</PawnKindDef>
</Defs>
@@ -0,0 +1,332 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--__________ Powder Gangers Pawnkinds __________-->
<!-- Powder Ganger -->
<PawnKindDef ParentName="FCP_NCRkindBase">
<defName>FCP_Pawnkind_Powder_Ganger</defName>
<label>powder ganger</label>
<race>Human</race>
<combatPower>45</combatPower>
<defaultFactionType>FCP_Faction_Powder_Gangers</defaultFactionType>
<itemQuality>Poor</itemQuality>
<gearHealthRange>0.4~0.8</gearHealthRange>
<apparelMoney>200~400</apparelMoney>
<weaponMoney>250~500</weaponMoney>
<apparelRequired>
<li>FCP_Apparel_NCRCF_Inmate_Uniform</li>
</apparelRequired>
<apparelTags>
<li>FCP_NCRCF_Inmate</li>
</apparelTags>
<weaponTags>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Pistol</li>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Revolver</li>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Pipe_Pistol</li>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Pipe_Revolver</li>
</weaponTags>
<techHediffsMoney>50~50</techHediffsMoney>
<techHediffsTags>
<li>Poor</li>
</techHediffsTags>
<techHediffsChance>0.05</techHediffsChance>
<requiredWorkTags>
<li>Violent</li>
</requiredWorkTags>
<initialResistanceRange>8~20</initialResistanceRange>
<initialWillRange>1~5</initialWillRange>
<backstoryFiltersOverride>
<li>
<categoriesChildhood>
<li>FCP_Backstory_Wastelander_Child</li>
</categoriesChildhood>
<categoriesAdulthood>
<li>FCP_Backstory_Powder_Ganger</li>
<li>FCP_Backstory_NCRCF_Inmate</li>
</categoriesAdulthood>
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.3</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Currency_Caps</thingDef>
<countRange>5~20</countRange>
</li>
<li>
<thingDef>Pemmican</thingDef>
<countRange>1~3</countRange>
</li>
<li MayRequire="Rick.FCP.MeleeWeapons">
<thingDef>FCP_Melee_Bat</thingDef>
<countRange>1</countRange>
</li>
<li MayRequire="Rick.FCP.MeleeWeapons">
<thingDef>FCP_Melee_Board_Spiked</thingDef>
<countRange>1</countRange>
</li>
<li MayRequire="Rick.FCP.MeleeWeapons">
<thingDef>FCP_Melee_Scrap_Pipe</thingDef>
<countRange>1</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Diluted_Stimpak</thingDef>
<countRange>1~2</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Jet</thingDef>
<countRange>1~2</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Psycho</thingDef>
<countRange>1</countRange>
</li>
<li MayRequire="Rick.FCP.WastelandFood">
<thingDef>FCP_Food_Bug_Mush</thingDef>
<countRange>1~2</countRange>
</li>
<li MayRequire="Rick.FCP.WastelandFood">
<thingDef>FCP_Food_Black_Blood_Sausage</thingDef>
<countRange>1~2</countRange>
</li>
<li MayRequire="Rick.FCP.NukaCola">
<thingDef>FCP_Nuka_Cola</thingDef>
<countRange>1</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>
<!-- Powder Ganger Bomber -->
<PawnKindDef ParentName="FCP_NCRkindBase">
<defName>FCP_Pawnkind_Powder_Ganger_Bomber</defName>
<label>powder ganger bomber</label>
<race>Human</race>
<combatPower>65</combatPower>
<defaultFactionType>FCP_Faction_Powder_Gangers</defaultFactionType>
<itemQuality>Poor</itemQuality>
<gearHealthRange>0.4~0.8</gearHealthRange>
<apparelMoney>200~400</apparelMoney>
<weaponMoney>9999</weaponMoney>
<apparelRequired>
<li>FCP_Apparel_Powder_Ganger_Simple_Outfit</li>
</apparelRequired>
<weaponTags>
<li>GrenadeDestructive</li>
<li>GrenadeFrag</li>
<li>GrenadeMolotov</li>
</weaponTags>
<techHediffsMoney>50~50</techHediffsMoney>
<techHediffsTags>
<li>Poor</li>
</techHediffsTags>
<techHediffsChance>0.05</techHediffsChance>
<requiredWorkTags>
<li>Violent</li>
</requiredWorkTags>
<initialResistanceRange>8~20</initialResistanceRange>
<initialWillRange>1~5</initialWillRange>
<backstoryFiltersOverride>
<li>
<categoriesChildhood>
<li>FCP_Backstory_Wastelander_Child</li>
</categoriesChildhood>
<categoriesAdulthood>
<li>FCP_Backstory_Powder_Ganger</li>
<li>FCP_Backstory_NCRCF_Inmate</li>
</categoriesAdulthood>
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.2</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Currency_Caps</thingDef>
<countRange>8~25</countRange>
</li>
<li>
<thingDef>Pemmican</thingDef>
<countRange>1~3</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Psycho</thingDef>
<countRange>1~2</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Buffout</thingDef>
<countRange>1~2</countRange>
</li>
<li MayRequire="Rick.FCP.WastelandFood">
<thingDef>FCP_Food_Cook_Cooks_Fiend_Stew</thingDef>
<countRange>1~2</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>
<!-- Powder Ganger Leader -->
<PawnKindDef ParentName="FCP_NCRkindBase">
<defName>FCP_Pawnkind_Powder_Ganger_Leader</defName>
<label>gang leader</label>
<factionLeader>true</factionLeader>
<race>Human</race>
<combatPower>85</combatPower>
<defaultFactionType>FCP_Faction_Powder_Gangers</defaultFactionType>
<itemQuality>Normal</itemQuality>
<gearHealthRange>0.6~1.0</gearHealthRange>
<apparelMoney>300~500</apparelMoney>
<weaponMoney>500~800</weaponMoney>
<apparelRequired>
<li>FCP_Apparel_NCRCF_Inmate_Uniform</li>
</apparelRequired>
<apparelTags>
<li>FCP_NCRCF_Inmate</li>
</apparelTags>
<weaponTags>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Shotgun</li>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_SMG</li>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Pistol</li>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Revolver</li>
</weaponTags>
<techHediffsMoney>50~50</techHediffsMoney>
<techHediffsTags>
<li>Poor</li>
</techHediffsTags>
<techHediffsChance>0.1</techHediffsChance>
<requiredWorkTags>
<li>Violent</li>
</requiredWorkTags>
<initialResistanceRange>10~25</initialResistanceRange>
<initialWillRange>3~8</initialWillRange>
<backstoryFiltersOverride>
<li>
<categoriesChildhood>
<li>FCP_Backstory_Wastelander_Child</li>
</categoriesChildhood>
<categoriesAdulthood>
<li>FCP_Backstory_Powder_Ganger</li>
</categoriesAdulthood>
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.1</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Currency_Caps</thingDef>
<countRange>15~50</countRange>
</li>
<li>
<thingDef>Pemmican</thingDef>
<countRange>2~4</countRange>
</li>
<li>
<thingDef>MedicineIndustrial</thingDef>
<countRange>1~2</countRange>
</li>
<li MayRequire="Rick.FCP.MeleeWeapons">
<thingDef>FCP_Melee_Bat_Aluminum</thingDef>
<countRange>1</countRange>
</li>
<li MayRequire="Rick.FCP.MeleeWeapons">
<thingDef>FCP_Melee_Rebar_Club</thingDef>
<countRange>1</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Stimpak</thingDef>
<countRange>1~3</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Psycho</thingDef>
<countRange>2~3</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Jet</thingDef>
<countRange>2~4</countRange>
</li>
<li MayRequire="Rick.FCP.WastelandFood">
<thingDef>FCP_Food_Crispy_Wings</thingDef>
<countRange>2~3</countRange>
</li>
<li MayRequire="Rick.FCP.NukaCola">
<thingDef>FCP_Nuka_Cola_Cherry</thingDef>
<countRange>1~2</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>
<!-- Powder Ganger Veteran -->
<PawnKindDef ParentName="FCP_NCRkindBase">
<defName>FCP_Pawnkind_Powder_Ganger_Veteran</defName>
<label>powder ganger veteran</label>
<race>Human</race>
<combatPower>70</combatPower>
<defaultFactionType>FCP_Faction_Powder_Gangers</defaultFactionType>
<itemQuality>Normal</itemQuality>
<gearHealthRange>0.5~0.9</gearHealthRange>
<apparelMoney>400~600</apparelMoney>
<weaponMoney>400~700</weaponMoney>
<apparelRequired>
<li>FCP_Apparel_NCRCF_Inmate_Uniform</li>
<li>FCP_Apparel_NCRCF_Guard_Vest</li>
<li>FCP_Apparel_NCRCF_Guard_Helmet</li>
</apparelRequired>
<weaponTags>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Shotgun</li>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_SMG</li>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Hunting_Rifle</li>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Service_Rifle</li>
<li>FCP_NCR_Service_Rifle</li>
</weaponTags>
<techHediffsMoney>50~50</techHediffsMoney>
<techHediffsTags>
<li>Poor</li>
</techHediffsTags>
<techHediffsChance>0.08</techHediffsChance>
<requiredWorkTags>
<li>Violent</li>
</requiredWorkTags>
<initialResistanceRange>10~22</initialResistanceRange>
<initialWillRange>2~6</initialWillRange>
<backstoryFiltersOverride>
<li>
<categoriesChildhood>
<li>FCP_Backstory_Wastelander_Child</li>
</categoriesChildhood>
<categoriesAdulthood>
<li>FCP_Backstory_Powder_Ganger</li>
<li>FCP_Backstory_NCRCF_Inmate</li>
</categoriesAdulthood>
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.2</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Currency_Caps</thingDef>
<countRange>10~35</countRange>
</li>
<li>
<thingDef>Pemmican</thingDef>
<countRange>2~4</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Stimpak</thingDef>
<countRange>1~2</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Buffout</thingDef>
<countRange>1~2</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Jet</thingDef>
<countRange>1~3</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>
</Defs>
+308 -9
View File
@@ -169,6 +169,38 @@
</categoriesAdulthood>
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Item_NCR_DogTags</thingDef>
<countRange>1</countRange>
</li>
</subOptionsChooseOne>
<subOptionsChooseOne>
<li>
<skipChance>0.70</skipChance>
<thingDef>FCP_Currency_NCR_Dollar</thingDef>
<countRange>10~50</countRange>
</li>
<li>
<thingDef>FCP_Currency_Caps</thingDef>
<countRange>5~25</countRange>
</li>
<li MayRequire="Rick.FCP.PreWarFood">
<thingDef>FCP_Food_Cram</thingDef>
<countRange>2~3</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Stimpak</thingDef>
<countRange>1~2</countRange>
</li>
<li MayRequire="Rick.FCP.NukaCola">
<thingDef>FCP_Nuka_Cola</thingDef>
<countRange>1</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
<pawnGroupDevelopmentStage>Adult</pawnGroupDevelopmentStage>
</PawnKindDef>
@@ -209,6 +241,42 @@
</categoriesAdulthood>
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Item_NCR_DogTags</thingDef>
<countRange>1</countRange>
</li>
</subOptionsChooseOne>
<subOptionsChooseOne>
<li>
<skipChance>0.70</skipChance>
<thingDef>FCP_Currency_NCR_Dollar</thingDef>
<countRange>15~60</countRange>
</li>
<li>
<thingDef>FCP_Currency_Caps</thingDef>
<countRange>10~30</countRange>
</li>
<li MayRequire="Rick.FCP.PreWarFood">
<thingDef>FCP_Food_Cram</thingDef>
<countRange>2~3</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Stimpak</thingDef>
<countRange>1~2</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_MedX</thingDef>
<countRange>1</countRange>
</li>
<li MayRequire="Rick.FCP.NukaCola">
<thingDef>FCP_Nuka_Cola</thingDef>
<countRange>1</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
<pawnGroupDevelopmentStage>Adult</pawnGroupDevelopmentStage>
</PawnKindDef>
@@ -248,6 +316,38 @@
</categoriesAdulthood>
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Item_NCR_DogTags</thingDef>
<countRange>1</countRange>
</li>
</subOptionsChooseOne>
<subOptionsChooseOne>
<li>
<skipChance>0.70</skipChance>
<thingDef>FCP_Currency_NCR_Dollar</thingDef>
<countRange>10~50</countRange>
</li>
<li>
<thingDef>FCP_Currency_Caps</thingDef>
<countRange>5~25</countRange>
</li>
<li MayRequire="Rick.FCP.PreWarFood">
<thingDef>FCP_Food_Cram</thingDef>
<countRange>2~3</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Stimpak</thingDef>
<countRange>1~2</countRange>
</li>
<li MayRequire="Rick.FCP.NukaCola">
<thingDef>FCP_Nuka_Cola</thingDef>
<countRange>1</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
<pawnGroupDevelopmentStage>Adult</pawnGroupDevelopmentStage>
</PawnKindDef>
@@ -405,9 +505,16 @@
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.70</skipChance>
<skipChance>0</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Item_NCR_DogTags</thingDef>
<countRange>1</countRange>
</li>
</subOptionsChooseOne>
<subOptionsChooseOne>
<li>
<skipChance>0.70</skipChance>
<thingDef>FCP_Currency_NCR_Dollar</thingDef>
<countRange>10~50</countRange>
</li>
@@ -419,6 +526,22 @@
<thingDef>MealSurvivalPack</thingDef>
<countRange>1~2</countRange>
</li>
<li MayRequire="Rick.FCP.PreWarFood">
<thingDef>FCP_Food_Cram</thingDef>
<countRange>2~3</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Stimpak</thingDef>
<countRange>1~2</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_MedX</thingDef>
<countRange>1</countRange>
</li>
<li MayRequire="Rick.FCP.NukaCola">
<thingDef>FCP_Nuka_Cola</thingDef>
<countRange>1</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
<pawnGroupDevelopmentStage>Adult</pawnGroupDevelopmentStage>
@@ -469,9 +592,16 @@
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.70</skipChance>
<skipChance>0</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Item_NCR_DogTags</thingDef>
<countRange>1</countRange>
</li>
</subOptionsChooseOne>
<subOptionsChooseOne>
<li>
<skipChance>0.70</skipChance>
<thingDef>FCP_Currency_NCR_Dollar</thingDef>
<countRange>10~50</countRange>
</li>
@@ -483,6 +613,14 @@
<thingDef>MealSurvivalPack</thingDef>
<countRange>1~2</countRange>
</li>
<li MayRequire="Rick.FCP.PreWarFood">
<thingDef>FCP_Food_Cram</thingDef>
<countRange>2~3</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Stimpak</thingDef>
<countRange>1~2</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
<pawnGroupDevelopmentStage>Adult</pawnGroupDevelopmentStage>
@@ -531,9 +669,16 @@
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.65</skipChance>
<skipChance>0</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Item_NCR_DogTags</thingDef>
<countRange>1</countRange>
</li>
</subOptionsChooseOne>
<subOptionsChooseOne>
<li>
<skipChance>0.65</skipChance>
<thingDef>FCP_Currency_NCR_Dollar</thingDef>
<countRange>15~60</countRange>
</li>
@@ -545,6 +690,22 @@
<thingDef>MealSurvivalPack</thingDef>
<countRange>1~3</countRange>
</li>
<li MayRequire="Rick.FCP.PreWarFood">
<thingDef>FCP_Food_Cram</thingDef>
<countRange>2~3</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Stimpak</thingDef>
<countRange>1~2</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_MedX</thingDef>
<countRange>1</countRange>
</li>
<li MayRequire="Rick.FCP.NukaCola">
<thingDef>FCP_Nuka_Cola</thingDef>
<countRange>1</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
<pawnGroupDevelopmentStage>Adult</pawnGroupDevelopmentStage>
@@ -599,9 +760,16 @@
<li>Psychopath</li>
</forcedTraits>
<inventoryOptions>
<skipChance>0.60</skipChance>
<skipChance>0</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Item_NCR_DogTags</thingDef>
<countRange>1</countRange>
</li>
</subOptionsChooseOne>
<subOptionsChooseOne>
<li>
<skipChance>0.60</skipChance>
<thingDef>FCP_Currency_NCR_Dollar</thingDef>
<countRange>15~60</countRange>
</li>
@@ -613,6 +781,26 @@
<thingDef>MealSurvivalPack</thingDef>
<countRange>1~3</countRange>
</li>
<li MayRequire="Rick.FCP.PreWarFood">
<thingDef>FCP_Food_Cram</thingDef>
<countRange>2~4</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Stimpak</thingDef>
<countRange>2~3</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_MedX</thingDef>
<countRange>1~2</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Psycho</thingDef>
<countRange>1</countRange>
</li>
<li MayRequire="Rick.FCP.NukaCola">
<thingDef>FCP_Nuka_Cola</thingDef>
<countRange>1~2</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
<pawnGroupDevelopmentStage>Adult</pawnGroupDevelopmentStage>
@@ -664,9 +852,16 @@
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.60</skipChance>
<skipChance>0</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Item_NCR_DogTags</thingDef>
<countRange>1</countRange>
</li>
</subOptionsChooseOne>
<subOptionsChooseOne>
<li>
<skipChance>0.60</skipChance>
<thingDef>FCP_Currency_NCR_Dollar</thingDef>
<countRange>20~80</countRange>
</li>
@@ -682,6 +877,22 @@
<thingDef>MedicineIndustrial</thingDef>
<countRange>1~2</countRange>
</li>
<li MayRequire="Rick.FCP.PreWarFood">
<thingDef>FCP_Food_Cram</thingDef>
<countRange>3~4</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Stimpak</thingDef>
<countRange>2~3</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_MedX</thingDef>
<countRange>1~2</countRange>
</li>
<li MayRequire="Rick.FCP.NukaCola">
<thingDef>FCP_Nuka_Cola</thingDef>
<countRange>1~2</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
<pawnGroupDevelopmentStage>Adult</pawnGroupDevelopmentStage>
@@ -720,9 +931,16 @@
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.50</skipChance>
<skipChance>0</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Item_NCR_DogTags</thingDef>
<countRange>1</countRange>
</li>
</subOptionsChooseOne>
<subOptionsChooseOne>
<li>
<skipChance>0.50</skipChance>
<thingDef>FCP_Currency_NCR_Dollar</thingDef>
<countRange>30~100</countRange>
</li>
@@ -738,6 +956,22 @@
<thingDef>MedicineIndustrial</thingDef>
<countRange>2~3</countRange>
</li>
<li MayRequire="Rick.FCP.PreWarFood">
<thingDef>FCP_Food_Cram</thingDef>
<countRange>3~5</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Stimpak</thingDef>
<countRange>3~4</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_MedX</thingDef>
<countRange>2~3</countRange>
</li>
<li MayRequire="Rick.FCP.NukaCola">
<thingDef>FCP_Nuka_Cola</thingDef>
<countRange>2~3</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
<pawnGroupDevelopmentStage>Adult</pawnGroupDevelopmentStage>
@@ -782,9 +1016,16 @@
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.65</skipChance>
<skipChance>0</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Item_NCR_DogTags</thingDef>
<countRange>1</countRange>
</li>
</subOptionsChooseOne>
<subOptionsChooseOne>
<li>
<skipChance>0.65</skipChance>
<thingDef>FCP_Currency_NCR_Dollar</thingDef>
<countRange>15~60</countRange>
</li>
@@ -796,6 +1037,18 @@
<thingDef>MealSurvivalPack</thingDef>
<countRange>1~3</countRange>
</li>
<li MayRequire="Rick.FCP.PreWarFood">
<thingDef>FCP_Food_Cram</thingDef>
<countRange>2~3</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Stimpak</thingDef>
<countRange>1~2</countRange>
</li>
<li MayRequire="Rick.FCP.NukaCola">
<thingDef>FCP_Nuka_Cola</thingDef>
<countRange>1</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
<pawnGroupDevelopmentStage>Adult</pawnGroupDevelopmentStage>
@@ -847,9 +1100,16 @@
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.60</skipChance>
<skipChance>0</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Item_NCR_DogTags</thingDef>
<countRange>1</countRange>
</li>
</subOptionsChooseOne>
<subOptionsChooseOne>
<li>
<skipChance>0.60</skipChance>
<thingDef>FCP_Currency_NCR_Dollar</thingDef>
<countRange>20~70</countRange>
</li>
@@ -865,6 +1125,22 @@
<thingDef>MedicineIndustrial</thingDef>
<countRange>1~2</countRange>
</li>
<li MayRequire="Rick.FCP.PreWarFood">
<thingDef>FCP_Food_Cram</thingDef>
<countRange>2~4</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Stimpak</thingDef>
<countRange>2~3</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_MedX</thingDef>
<countRange>1~2</countRange>
</li>
<li MayRequire="Rick.FCP.NukaCola">
<thingDef>FCP_Nuka_Cola</thingDef>
<countRange>1~2</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
<pawnGroupDevelopmentStage>Adult</pawnGroupDevelopmentStage>
@@ -920,9 +1196,16 @@
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.55</skipChance>
<skipChance>0</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Item_NCR_DogTags</thingDef>
<countRange>1</countRange>
</li>
</subOptionsChooseOne>
<subOptionsChooseOne>
<li>
<skipChance>0.55</skipChance>
<thingDef>FCP_Currency_NCR_Dollar</thingDef>
<countRange>25~90</countRange>
</li>
@@ -938,6 +1221,22 @@
<thingDef>MedicineIndustrial</thingDef>
<countRange>2~3</countRange>
</li>
<li MayRequire="Rick.FCP.PreWarFood">
<thingDef>FCP_Food_Cram</thingDef>
<countRange>3~4</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Stimpak</thingDef>
<countRange>2~3</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_MedX</thingDef>
<countRange>1~2</countRange>
</li>
<li MayRequire="Rick.FCP.NukaCola">
<thingDef>FCP_Nuka_Cola</thingDef>
<countRange>1~2</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
<pawnGroupDevelopmentStage>Adult</pawnGroupDevelopmentStage>
@@ -0,0 +1,475 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!--__________ Powder Gangers Unique Character PawnKinds __________-->
<!--___ Base Definition ___-->
<PawnKindDef Name="FCP_PowderGanger_UniqueCharacterBase" ParentName="FCP_NCRkindBase" Abstract="true">
<showInDebugSpawner>false</showInDebugSpawner>
<combatPower>65</combatPower>
<defaultFactionType>FCP_Faction_Powder_Gangers</defaultFactionType>
<itemQuality>Normal</itemQuality>
<gearHealthRange>0.6~1.0</gearHealthRange>
<apparelMoney>9999</apparelMoney>
<apparelAllowHeadgearChance>0.5</apparelAllowHeadgearChance>
<apparelIgnoreSeasons>true</apparelIgnoreSeasons>
<weaponMoney>9999</weaponMoney>
<initialWillRange>2~4</initialWillRange>
<initialResistanceRange>10~20</initialResistanceRange>
<requiredWorkTags>
<li>Violent</li>
</requiredWorkTags>
</PawnKindDef>
<!--___ Gang Leaders ___-->
<!-- Samuel Cooke -->
<PawnKindDef ParentName="FCP_PowderGanger_UniqueCharacterBase">
<defName>FCP_Unique_Pawnkind_Samuel_Cooke</defName>
<label>Samuel Cooke</label>
<combatPower>95</combatPower>
<apparelRequired>
<li>FCP_Apparel_NCRCF_Inmate_Uniform</li>
</apparelRequired>
<apparelTags>
<li>FCP_NCRCF_Inmate</li>
</apparelTags>
<weaponTags>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Assault_Rifle</li>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Marksman_Carbine</li>
</weaponTags>
<backstoryFiltersOverride>
<li>
<categoriesChildhood>
<li>FCP_Backstory_Wastelander_Child</li>
</categoriesChildhood>
<categoriesAdulthood>
<li>FCP_Backstory_Samuel_Cooke</li>
</categoriesAdulthood>
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.1</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Currency_Caps</thingDef>
<countRange>50~120</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Stimpak</thingDef>
<countRange>2~3</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>
<!-- Eddie -->
<PawnKindDef ParentName="FCP_PowderGanger_UniqueCharacterBase">
<defName>FCP_Unique_Pawnkind_Eddie</defName>
<label>Eddie</label>
<factionLeader>true</factionLeader>
<combatPower>90</combatPower>
<apparelRequired>
<li>FCP_Apparel_NCRCF_Inmate_Uniform</li>
</apparelRequired>
<weaponTags>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Caravan_Shotgun</li>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Shotgun</li>
</weaponTags>
<backstoryFiltersOverride>
<li>
<categoriesChildhood>
<li>FCP_Backstory_Wastelander_Child</li>
</categoriesChildhood>
<categoriesAdulthood>
<li>FCP_Backstory_Eddie</li>
</categoriesAdulthood>
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.1</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Currency_Caps</thingDef>
<countRange>80~150</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Psycho</thingDef>
<countRange>1~2</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>
<!-- Meyers -->
<PawnKindDef ParentName="FCP_PowderGanger_UniqueCharacterBase">
<defName>FCP_Unique_Pawnkind_Meyers</defName>
<label>Meyers</label>
<combatPower>85</combatPower>
<apparelRequired>
<li>FCP_Apparel_NCRCF_Inmate_Uniform</li>
</apparelRequired>
<apparelTags>
<li>FCP_NCRCF_Inmate</li>
</apparelTags>
<weaponTags>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Revolver</li>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Service_Rifle</li>
</weaponTags>
<backstoryFiltersOverride>
<li>
<categoriesChildhood>
<li>FCP_Backstory_Wastelander_Child</li>
</categoriesChildhood>
<categoriesAdulthood>
<li>FCP_Backstory_Meyers</li>
</categoriesAdulthood>
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.2</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Currency_Caps</thingDef>
<countRange>30~70</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Stimpak</thingDef>
<countRange>1~2</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>
<!--___ Raider Leaders ___-->
<!-- Joe Cobb -->
<PawnKindDef ParentName="FCP_PowderGanger_UniqueCharacterBase">
<defName>FCP_Unique_Pawnkind_Joe_Cobb</defName>
<label>Joe Cobb</label>
<combatPower>70</combatPower>
<apparelRequired>
<li>FCP_Apparel_Powder_Ganger_Simple_Outfit</li>
</apparelRequired>
<weaponTags>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Varmint_Rifle</li>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_9mm_SMG</li>
</weaponTags>
<backstoryFiltersOverride>
<li>
<categoriesChildhood>
<li>FCP_Backstory_Wastelander_Child</li>
</categoriesChildhood>
<categoriesAdulthood>
<li>FCP_Backstory_Joe_Cobb</li>
</categoriesAdulthood>
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.3</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Currency_Caps</thingDef>
<countRange>20~50</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Jet</thingDef>
<countRange>1~2</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>
<!-- Boxcars -->
<PawnKindDef ParentName="FCP_PowderGanger_UniqueCharacterBase">
<defName>FCP_Unique_Pawnkind_Boxcars</defName>
<label>Boxcars</label>
<combatPower>35</combatPower>
<apparelRequired>
<li>FCP_Apparel_NCRCF_Inmate_Uniform</li>
</apparelRequired>
<apparelTags>
<li>FCP_NCRCF_Inmate</li>
</apparelTags>
<weaponTags>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Pipe_Pistol</li>
</weaponTags>
<backstoryFiltersOverride>
<li>
<categoriesChildhood>
<li>FCP_Backstory_Wastelander_Child</li>
</categoriesChildhood>
<categoriesAdulthood>
<li>FCP_Backstory_Boxcars</li>
</categoriesAdulthood>
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.5</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Currency_Caps</thingDef>
<countRange>5~15</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_MedX</thingDef>
<countRange>1~3</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>
<!--___ Vault 19 Members ___-->
<!-- Philip Lem -->
<PawnKindDef ParentName="FCP_PowderGanger_UniqueCharacterBase">
<defName>FCP_Unique_Pawnkind_Philip_Lem</defName>
<label>Philip Lem</label>
<combatPower>75</combatPower>
<apparelRequired>
<li>FCP_Apparel_NCRCF_Inmate_Uniform</li>
</apparelRequired>
<apparelTags>
<li>FCP_NCRCF_Inmate</li>
</apparelTags>
<weaponTags>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Service_Rifle</li>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Hunting_Rifle</li>
</weaponTags>
<backstoryFiltersOverride>
<li>
<categoriesChildhood>
<li>FCP_Backstory_Wastelander_Child</li>
</categoriesChildhood>
<categoriesAdulthood>
<li>FCP_Backstory_Philip_Lem</li>
</categoriesAdulthood>
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.2</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Currency_Caps</thingDef>
<countRange>30~60</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Stimpak</thingDef>
<countRange>1~2</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>
<!-- Hannigan -->
<PawnKindDef ParentName="FCP_PowderGanger_UniqueCharacterBase">
<defName>FCP_Unique_Pawnkind_Hannigan</defName>
<label>Hannigan</label>
<combatPower>60</combatPower>
<apparelRequired>
<li>FCP_Apparel_NCRCF_Inmate_Uniform</li>
</apparelRequired>
<apparelTags>
<li>FCP_NCRCF_Inmate</li>
</apparelTags>
<weaponTags>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_10mm_Pistol</li>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_9mm_Pistol</li>
</weaponTags>
<backstoryFiltersOverride>
<li>
<categoriesChildhood>
<li>FCP_Backstory_Wastelander_Child</li>
</categoriesChildhood>
<categoriesAdulthood>
<li>FCP_Backstory_Hannigan</li>
</categoriesAdulthood>
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.3</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Currency_Caps</thingDef>
<countRange>15~40</countRange>
</li>
<li>
<thingDef>ComponentIndustrial</thingDef>
<countRange>1~3</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>
<!--___ NCRCF Guards ___-->
<!-- Carter -->
<PawnKindDef ParentName="FCP_PowderGanger_UniqueCharacterBase">
<defName>FCP_Unique_Pawnkind_Carter</defName>
<label>Carter</label>
<combatPower>65</combatPower>
<apparelRequired>
<li>FCP_Apparel_NCRCF_Inmate_Uniform</li>
<li>FCP_Apparel_NCRCF_Guard_Vest</li>
<li>FCP_Apparel_NCRCF_Guard_Helmet</li>
</apparelRequired>
<weaponTags>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Varmint_Rifle</li>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_10mm_Pistol</li>
<li>FCP_NCR_Service_Rifle</li>
</weaponTags>
<backstoryFiltersOverride>
<li>
<categoriesChildhood>
<li>FCP_Backstory_Wastelander_Child</li>
</categoriesChildhood>
<categoriesAdulthood>
<li>FCP_Backstory_Carter</li>
</categoriesAdulthood>
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.3</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Currency_Caps</thingDef>
<countRange>15~35</countRange>
</li>
<li>
<thingDef>Pemmican</thingDef>
<countRange>2~4</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>
<!-- Dawes -->
<PawnKindDef ParentName="FCP_PowderGanger_UniqueCharacterBase">
<defName>FCP_Unique_Pawnkind_Dawes</defName>
<label>Dawes</label>
<combatPower>65</combatPower>
<apparelRequired>
<li>FCP_Apparel_NCRCF_Inmate_Uniform</li>
<li>FCP_Apparel_NCRCF_Guard_Vest</li>
<li>FCP_Apparel_NCRCF_Guard_Helmet</li>
</apparelRequired>
<weaponTags>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_9mm_Pistol</li>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Pipe_Rifle</li>
<li>FCP_NCR_Service_Rifle</li>
</weaponTags>
<backstoryFiltersOverride>
<li>
<categoriesChildhood>
<li>FCP_Backstory_Wastelander_Child</li>
</categoriesChildhood>
<categoriesAdulthood>
<li>FCP_Backstory_Dawes</li>
</categoriesAdulthood>
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.3</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Currency_Caps</thingDef>
<countRange>15~35</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Diluted_Stimpak</thingDef>
<countRange>1~2</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>
<!-- Scrambler -->
<PawnKindDef ParentName="FCP_PowderGanger_UniqueCharacterBase">
<defName>FCP_Unique_Pawnkind_Scrambler</defName>
<label>Scrambler</label>
<combatPower>70</combatPower>
<apparelRequired>
<li>FCP_Apparel_NCRCF_Inmate_Uniform</li>
<li>FCP_Apparel_NCRCF_Guard_Vest</li>
<li>FCP_Apparel_NCRCF_Guard_Helmet</li>
</apparelRequired>
<weaponTags>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_9mm_SMG</li>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Hunting_Shotgun</li>
<li>FCP_NCR_Service_Rifle</li>
</weaponTags>
<backstoryFiltersOverride>
<li>
<categoriesChildhood>
<li>FCP_Backstory_Wastelander_Child</li>
</categoriesChildhood>
<categoriesAdulthood>
<li>FCP_Backstory_Scrambler</li>
</categoriesAdulthood>
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.3</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Currency_Caps</thingDef>
<countRange>20~45</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Buffout</thingDef>
<countRange>1~2</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>
<!-- Chavez -->
<PawnKindDef ParentName="FCP_PowderGanger_UniqueCharacterBase">
<defName>FCP_Unique_Pawnkind_Chavez</defName>
<label>Chavez</label>
<combatPower>75</combatPower>
<apparelRequired>
<li>FCP_Apparel_NCRCF_Inmate_Uniform</li>
</apparelRequired>
<weaponTags>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Caravan_Shotgun</li>
<li MayRequire="Rick.FCP.MeleeWeapons">FCP_Melee_Rebar_Club</li>
</weaponTags>
<backstoryFiltersOverride>
<li>
<categoriesChildhood>
<li>FCP_Backstory_Wastelander_Child</li>
</categoriesChildhood>
<categoriesAdulthood>
<li>FCP_Backstory_Chavez</li>
</categoriesAdulthood>
</li>
</backstoryFiltersOverride>
<inventoryOptions>
<skipChance>0.3</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>FCP_Currency_Caps</thingDef>
<countRange>15~40</countRange>
</li>
<li MayRequire="Rick.FCP.Chems">
<thingDef>FCP_Chem_Psycho</thingDef>
<countRange>1~2</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>
</Defs>
+305
View File
@@ -0,0 +1,305 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<PrefabDef>
<defName>FCP_Prefab_NCRCF_Facility</defName>
<size>(69,39)</size>
<things>
<Table1x2c>
<position>(26, 0, 12)</position>
<relativeRotation>Counterclockwise</relativeRotation>
<stuff>WoodLog</stuff>
<quality>Normal</quality>
</Table1x2c>
<Table1x2c>
<position>(29, 0, 13)</position>
<relativeRotation>Opposite</relativeRotation>
<stuff>WoodLog</stuff>
<quality>Normal</quality>
</Table1x2c>
<Table1x2c>
<positions>
<li>(23, 0, 14)</li>
<li>(25, 0, 14)</li>
<li>(7, 0, 25)</li>
<li>(9, 0, 25)</li>
</positions>
<relativeRotation>Clockwise</relativeRotation>
<stuff>WoodLog</stuff>
<quality>Normal</quality>
</Table1x2c>
<FCP_Production_Old_Table_Terminal>
<rects>
<li>(23,14,23,14)</li>
<li>(8,25,8,25)</li>
</rects>
<relativeRotation>Opposite</relativeRotation>
</FCP_Production_Old_Table_Terminal>
<FCP_Building_NCRCF_Fence>
<rects>
<li>(16,2,23,2)</li>
<li>(25,2,56,2)</li>
<li>(16,3,16,8)</li>
<li>(22,3,22,9)</li>
<li>(26,3,26,9)</li>
<li>(56,3,57,3)</li>
<li>(57,4,58,4)</li>
<li>(58,5,59,5)</li>
<li>(59,6,60,6)</li>
<li>(60,7,61,7)</li>
<li>(1,8,15,8)</li>
<li>(61,8,62,8)</li>
<li>(1,9,1,37)</li>
<li>(62,9,63,9)</li>
<li>(63,10,64,10)</li>
<li>(64,11,65,11)</li>
<li>(65,12,66,12)</li>
<li>(66,13,66,25)</li>
<li>(65,25,65,26)</li>
<li>(64,26,64,27)</li>
<li>(63,27,63,28)</li>
<li>(62,28,62,29)</li>
<li>(61,29,61,30)</li>
<li>(60,30,60,31)</li>
<li>(59,31,59,32)</li>
<li>(58,32,58,33)</li>
<li>(57,33,57,34)</li>
<li>(56,34,56,35)</li>
<li>(55,35,55,36)</li>
<li>(54,36,54,37)</li>
<li>(2,37,53,37)</li>
</rects>
</FCP_Building_NCRCF_Fence>
<FCP_Building_NCRCF_Tower>
<positions>
<li>(19, 0, 6)</li>
<li>(53, 0, 6)</li>
<li>(4, 0, 12)</li>
<li>(63, 0, 20)</li>
<li>(4, 0, 33)</li>
</positions>
</FCP_Building_NCRCF_Tower>
<Armchair>
<position>(8, 0, 26)</position>
<relativeRotation>Opposite</relativeRotation>
<stuff>Cloth</stuff>
<quality>Normal</quality>
</Armchair>
<Door>
<rects>
<li>(23,10,23,10)</li>
<li>(43,20,43,20)</li>
<li>(8,21,8,21)</li>
<li>(44,28,44,28)</li>
<li>(47,28,47,28)</li>
<li>(50,28,50,28)</li>
</rects>
<stuff>Steel</stuff>
</Door>
<Door>
<rects>
<li>(32,15,32,15)</li>
<li>(56,16,56,16)</li>
<li>(12,19,12,19)</li>
<li>(50,19,50,19)</li>
<li>(47,21,47,21)</li>
<li>(45,24,45,24)</li>
<li>(47,24,47,24)</li>
</rects>
<relativeRotation>Clockwise</relativeRotation>
<stuff>Steel</stuff>
</Door>
<Dresser>
<position>(5, 0, 22)</position>
<stuff>WoodLog</stuff>
<quality>Normal</quality>
</Dresser>
<Dresser>
<position>(11, 0, 22)</position>
<relativeRotation>Counterclockwise</relativeRotation>
<stuff>WoodLog</stuff>
<quality>Normal</quality>
</Dresser>
<Stool>
<rects>
<li>(25,11,26,11)</li>
</rects>
<stuff>WoodLog</stuff>
<quality>Normal</quality>
</Stool>
<Stool>
<position>(29, 0, 11)</position>
<relativeRotation>Opposite</relativeRotation>
<stuff>WoodLog</stuff>
<quality>Normal</quality>
</Stool>
<Stool>
<position>(27, 0, 12)</position>
<relativeRotation>Clockwise</relativeRotation>
<stuff>WoodLog</stuff>
<quality>Normal</quality>
</Stool>
<Stool>
<rects>
<li>(28,12,28,13)</li>
<li>(30,12,30,12)</li>
</rects>
<relativeRotation>Counterclockwise</relativeRotation>
<stuff>WoodLog</stuff>
<quality>Normal</quality>
</Stool>
<Building_OutfitStand>
<position>(5, 0, 27)</position>
<relativeRotation>Opposite</relativeRotation>
<stuff>WoodLog</stuff>
</Building_OutfitStand>
<DiningChair>
<position>(23, 0, 15)</position>
<relativeRotation>Opposite</relativeRotation>
<stuff>WoodLog</stuff>
<quality>Normal</quality>
</DiningChair>
<DiningChair>
<rects>
<li>(51,22,51,25)</li>
<li>(55,22,55,25)</li>
</rects>
<relativeRotation>Clockwise</relativeRotation>
<stuff>WoodLog</stuff>
<quality>Normal</quality>
</DiningChair>
<DiningChair>
<rects>
<li>(54,22,54,25)</li>
<li>(58,22,58,25)</li>
</rects>
<relativeRotation>Counterclockwise</relativeRotation>
<stuff>WoodLog</stuff>
<quality>Normal</quality>
</DiningChair>
<Bed>
<positions>
<li>(49, 0, 21)</li>
<li>(49, 0, 24)</li>
</positions>
<stuff>Steel</stuff>
<quality>Normal</quality>
</Bed>
<Bed>
<position>(43, 0, 25)</position>
<relativeRotation>Opposite</relativeRotation>
<stuff>Steel</stuff>
<quality>Normal</quality>
</Bed>
<Bed>
<positions>
<li>(44, 0, 30)</li>
<li>(47, 0, 30)</li>
<li>(50, 0, 30)</li>
</positions>
<relativeRotation>Counterclockwise</relativeRotation>
<stuff>Steel</stuff>
<quality>Normal</quality>
</Bed>
<WallLamp>
<rects>
<li>(28,11,28,11)</li>
<li>(57,18,57,18)</li>
<li>(5,22,5,22)</li>
<li>(11,22,11,22)</li>
<li>(46,29,46,29)</li>
</rects>
<relativeRotation>Opposite</relativeRotation>
</WallLamp>
<WallLamp>
<rects>
<li>(27,15,27,15)</li>
<li>(5,20,5,20)</li>
<li>(11,20,11,20)</li>
<li>(44,25,44,25)</li>
<li>(48,25,48,25)</li>
<li>(54,25,54,25)</li>
</rects>
</WallLamp>
<WallLamp>
<rects>
<li>(43,21,43,21)</li>
<li>(48,22,48,22)</li>
<li>(5,26,5,26)</li>
</rects>
<relativeRotation>Counterclockwise</relativeRotation>
</WallLamp>
<WallLamp>
<rects>
<li>(11,26,11,26)</li>
<li>(44,29,44,29)</li>
<li>(50,29,50,29)</li>
</rects>
<relativeRotation>Clockwise</relativeRotation>
</WallLamp>
<Table2x4c>
<positions>
<li>(52, 0, 23)</li>
<li>(56, 0, 23)</li>
</positions>
<stuff>WoodLog</stuff>
<quality>Normal</quality>
</Table2x4c>
<Wall>
<rects>
<li>(22,10,22,16)</li>
<li>(24,10,32,10)</li>
<li>(32,11,32,14)</li>
<li>(50,15,56,15)</li>
<li>(23,16,32,16)</li>
<li>(50,16,50,18)</li>
<li>(4,17,12,17)</li>
<li>(56,17,59,17)</li>
<li>(4,18,4,28)</li>
<li>(12,18,12,18)</li>
<li>(44,18,49,18)</li>
<li>(59,18,59,26)</li>
<li>(44,19,44,20)</li>
<li>(12,20,12,28)</li>
<li>(42,20,42,31)</li>
<li>(47,20,50,20)</li>
<li>(5,21,7,21)</li>
<li>(9,21,11,21)</li>
<li>(50,21,50,26)</li>
<li>(47,22,47,23)</li>
<li>(43,23,45,23)</li>
<li>(48,23,49,23)</li>
<li>(45,25,45,26)</li>
<li>(47,25,47,26)</li>
<li>(43,26,44,26)</li>
<li>(48,26,49,26)</li>
<li>(51,26,58,26)</li>
<li>(51,27,51,31)</li>
<li>(5,28,11,28)</li>
<li>(43,28,43,28)</li>
<li>(45,28,46,28)</li>
<li>(48,28,49,28)</li>
<li>(45,29,45,31)</li>
<li>(48,29,48,31)</li>
<li>(43,31,44,31)</li>
<li>(46,31,47,31)</li>
<li>(49,31,50,31)</li>
</rects>
<stuff>WoodLog</stuff>
</Wall>
<Shelf>
<position>(5, 0, 19)</position>
<relativeRotation>Clockwise</relativeRotation>
<stuff>WoodLog</stuff>
</Shelf>
<Shelf>
<position>(8, 0, 18)</position>
<stuff>WoodLog</stuff>
</Shelf>
<FCP_Building_NCRCF_FenceGate>
<position>(24, 0, 2)</position>
</FCP_Building_NCRCF_FenceGate>
</things>
</PrefabDef>
</Defs>
@@ -0,0 +1,156 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<QuestScriptDef>
<defName>FCP_Quest_NCR_Deserter_Elimination</defName>
<rootSelectionWeight>1.0</rootSelectionWeight>
<rootMinPoints>300</rootMinPoints>
<defaultChallengeRating>1</defaultChallengeRating>
<canGiveRoyalFavor>true</canGiveRoyalFavor>
<expireDaysRange>5~10</expireDaysRange>
<questNameRules>
<rulesStrings>
<li>questName->deserter bounty</li>
<li>questName->AWOL elimination</li>
<li>questName->fugitive soldiers</li>
<li>questName->deserter extermination</li>
<li>questName->rogue trooper bounty</li>
</rulesStrings>
</questNameRules>
<questDescriptionRules>
<rulesStrings>
<li>questDescription->[asker_nameFull] reports NCR deserters fortified in a hideout. Command wants them eliminated. Bounty paid on-site once all hostiles are dead.</li>
<li>questDescription->NCR deserters holed up in a hideout. [asker_nameFull] authorizes hostile engagement. Eliminate all targets for bounty payment.</li>
<li>questDescription->[asker_nameFull]: "AWOL soldiers dug in near your position. Take them out, we'll pay bounty rates. Don't leave any alive."</li>
<li>questDescription->Former NCR troops deserted and fortified a position. [asker_nameFull] offers bounty for their elimination. Kill them all for payment.</li>
</rulesStrings>
</questDescriptionRules>
<root Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_SubScript">
<def>Util_RandomizePointsChallengeRating</def>
<parms>
<pointsFactorTwoStar>1.4</pointsFactorTwoStar>
<pointsFactorThreeStar>1.8</pointsFactorThreeStar>
</parms>
</li>
<li Class="QuestNode_SubScript">
<def>Util_AdjustPointsForDistantFight</def>
</li>
<li Class="QuestNode_GetMap" />
<li Class="FCP.Core.RadiantQuests.QuestNode_GetFactionFromList">
<storeAs>askerFaction</storeAs>
<factionDefs>
<li MayRequire="Rick.FCP.NCR">FCP_Faction_NCR</li>
</factionDefs>
</li>
<li Class="FCP.Core.RadiantQuests.QuestNode_GetLeaderOfFaction">
<storeAs>asker</storeAs>
<factionToUse>$askerFaction</factionToUse>
</li>
<li Class="QuestNode_GetSiteTile">
<storeAs>siteTile</storeAs>
<preferCloserTiles>true</preferCloserTiles>
</li>
<li Class="QuestNode_GetSitePartDefsByTagsAndFaction">
<storeAs>sitePartDefs</storeAs>
<sitePartsTags>
<li>
<tag>FCP_Site_NCR_Deserter_Hideout</tag>
</li>
</sitePartsTags>
</li>
<li Class="QuestNode_GetDefaultSitePartsParams">
<tile>$siteTile</tile>
<faction>FCP_Faction_NCR_Deserters</faction>
<sitePartDefs>$sitePartDefs</sitePartDefs>
<storeSitePartsParamsAs>sitePartsParams</storeSitePartsParamsAs>
</li>
<li Class="QuestNode_GetSiteThreatPoints">
<storeAs>sitePoints</storeAs>
<sitePartsParams>$sitePartsParams</sitePartsParams>
</li>
<li Class="QuestNode_SubScript">
<def>Util_GetDefaultRewardValueFromPoints</def>
<parms>
<points>$sitePoints</points>
</parms>
</li>
<li Class="QuestNode_Multiply">
<value1>$rewardValue</value1>
<value2>1.5</value2>
<storeAs>rewardValue</storeAs>
</li>
<li Class="QuestNode_SubScript">
<def>Util_GenerateSite</def>
<parms>
<siteFaction>FCP_Faction_NCR_Deserters</siteFaction>
</parms>
</li>
<li Class="QuestNode_SpawnWorldObjects">
<worldObjects>$site</worldObjects>
</li>
<li Class="QuestNode_WorldObjectTimeout">
<worldObject>$site</worldObject>
<isQuestTimeout>true</isQuestTimeout>
<delayTicks>$(randInt(12,24)*60000)</delayTicks>
<inSignalDisable>site.MapGenerated</inSignalDisable>
<destroyOnCleanup>true</destroyOnCleanup>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<label TKey="LetterLabelQuestExpired">quest expired: [resolvedQuestName]</label>
<text TKey="LetterTextQuestExpired">Deserters abandoned their hideout. Quest [resolvedQuestName] expired.</text>
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
</li>
</nodes>
</node>
</li>
<li Class="QuestNode_Signal">
<inSignal>site.Destroyed</inSignal>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<label TKey="LetterLabelQuestFailed">quest failed: [resolvedQuestName]</label>
<text TKey="LetterTextQuestFailed">Deserters fled after discovery. Quest [resolvedQuestName] ended.</text>
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
</li>
</nodes>
</node>
</li>
<li Class="QuestNode_Signal">
<inSignal>site.AllEnemiesDefeated</inSignal>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Notify_PlayerRaidedSomeone">
<getRaidersFromMapParent>$site</getRaidersFromMapParent>
</li>
<li Class="QuestNode_GiveRewards">
<parms>
<allowGoodwill>true</allowGoodwill>
<allowRoyalFavor>false</allowRoyalFavor>
</parms>
<addCampLootReward>true</addCampLootReward>
<customLetterLabel>Deserters eliminated</customLetterLabel>
<customLetterText>All deserters eliminated. The NCR has paid your bounty.\n\nCollect any dog tags from the bodies - NCR settlements will buy them.</customLetterText>
</li>
</nodes>
</node>
</li>
<li Class="QuestNode_End">
<inSignal>site.AllEnemiesDefeated</inSignal>
<outcome>Success</outcome>
</li>
<li Class="QuestNode_NoWorldObject">
<worldObject>$site</worldObject>
<node Class="QuestNode_End" />
</li>
</nodes>
</root>
</QuestScriptDef>
</Defs>
@@ -0,0 +1,137 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<QuestScriptDef>
<defName>FCP_Quest_NCR_NCRCF_Recapture</defName>
<rootSelectionWeight>1.0</rootSelectionWeight>
<rootMinPoints>300</rootMinPoints>
<defaultChallengeRating>1</defaultChallengeRating>
<canGiveRoyalFavor>false</canGiveRoyalFavor>
<expireDaysRange>8~15</expireDaysRange>
<questNameRules>
<rulesStrings>
<li>questName->NCRCF recapture</li>
<li>questName->facility clearance</li>
<li>questName->NCRCF bounty</li>
<li>questName->inmate suppression</li>
<li>questName->riot control</li>
</rulesStrings>
</questNameRules>
<questDescriptionRules>
<rulesStrings>
<li>questDescription->[asker_nameFull] reports deserter inmates seized [site_label]. Clear the facility for bounty payment.</li>
<li>questDescription->Hostile inmates control [site_label]. [asker_nameFull] offers bounty for elimination.</li>
<li>questDescription->[asker_nameFull]: "Deserters took [site_label]. Clear them out, bounty paid on confirmation."</li>
</rulesStrings>
</questDescriptionRules>
<root Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_GetMap" />
<li Class="FCP.Core.RadiantQuests.QuestNode_GetFactionFromList">
<storeAs>askerFaction</storeAs>
<factionDefs>
<li MayRequire="Rick.FCP.NCR">FCP_Faction_NCR</li>
</factionDefs>
</li>
<li Class="FCP.Core.RadiantQuests.QuestNode_GetLeaderOfFaction">
<storeAs>asker</storeAs>
<factionToUse>$askerFaction</factionToUse>
</li>
<li Class="FCP.Core.RadiantQuests.QuestNode_GetSiteTile_BiomeFiltered">
<storeAs>siteTile</storeAs>
<preferCloserTiles>true</preferCloserTiles>
<minDist>7</minDist>
<maxDist>100</maxDist>
<allowedBiomes>
<li>Desert</li>
<li>ExtremeDesert</li>
</allowedBiomes>
</li>
<li Class="QuestNode_Set">
<name>points</name>
<value>$(randInt(800,1200))</value>
</li>
<li Class="QuestNode_Set">
<name>siteFaction</name>
<value>FCP_Faction_NCR_Deserters</value>
</li>
<li Class="FCP.Core.RadiantQuests.QuestNode_GenerateSiteSimple">
<tile>$siteTile</tile>
<factionDefName>$siteFaction</factionDefName>
<threatPoints>$points</threatPoints>
<storeAs>site</storeAs>
<sitePartDefs>
<li>FCP_Site_NCRCF_Facility</li>
</sitePartDefs>
</li>
<li Class="QuestNode_SpawnWorldObjects">
<worldObjects>$site</worldObjects>
</li>
<li Class="QuestNode_SubScript">
<def>Util_GetDefaultRewardValueFromPoints</def>
</li>
<li Class="QuestNode_Multiply">
<value1>$rewardValue</value1>
<value2>1.5</value2>
<storeAs>rewardValue</storeAs>
</li>
<li Class="QuestNode_WorldObjectTimeout">
<worldObject>$site</worldObject>
<isQuestTimeout>true</isQuestTimeout>
<delayTicks>$(randInt(12,24)*60000)</delayTicks>
<inSignalDisable>site.MapGenerated</inSignalDisable>
<destroyOnCleanup>true</destroyOnCleanup>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<label TKey="LetterLabelQuestExpired">quest expired: [resolvedQuestName]</label>
<text TKey="LetterTextQuestExpired">Inmates abandoned the facility. Quest expired.</text>
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
</li>
</nodes>
</node>
</li>
<li Class="QuestNode_Signal">
<inSignal>site.Destroyed</inSignal>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<label TKey="LetterLabelQuestFailed">quest failed: [resolvedQuestName]</label>
<text TKey="LetterTextQuestFailed">Facility lost. Quest ended.</text>
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
</li>
</nodes>
</node>
</li>
<li Class="QuestNode_Signal">
<inSignal>site.AllEnemiesDefeated</inSignal>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Notify_PlayerRaidedSomeone">
<getRaidersFromMapParent>$site</getRaidersFromMapParent>
</li>
<li Class="QuestNode_GiveRewards">
<parms>
<allowGoodwill>true</allowGoodwill>
<allowRoyalFavor>false</allowRoyalFavor>
</parms>
<addCampLootReward>true</addCampLootReward>
<customLetterLabel>Facility cleared</customLetterLabel>
<customLetterText>NCRCF facility secured. NCR bounty paid.</customLetterText>
</li>
</nodes>
</node>
</li>
<li Class="QuestNode_End">
<inSignal>site.AllEnemiesDefeated</inSignal>
<outcome>Success</outcome>
</li>
</nodes>
</root>
</QuestScriptDef>
</Defs>
@@ -0,0 +1,163 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<QuestScriptDef>
<defName>FCP_Quest_NCR_Patrol</defName>
<rootSelectionWeight>1.0</rootSelectionWeight>
<rootMinPoints>25</rootMinPoints>
<defaultChallengeRating>1</defaultChallengeRating>
<canGiveRoyalFavor>true</canGiveRoyalFavor>
<expireDaysRange>5~10</expireDaysRange>
<questNameRules>
<rulesStrings>
<li>questName->NCR Patrol Support</li>
<li>questName->Route Clearance</li>
<li>questName->Ranger Station Backup</li>
<li>questName->Securing the Highway</li>
<li>questName->Patrol the Long 15</li>
</rulesStrings>
</questNameRules>
<questDescriptionRules>
<rulesStrings>
<li>questDescription->NCR command reports hostile activity along one of their patrol routes. [asker_nameFull] needs backup to sweep a known raider position. Standard combat pay, no questions asked.</li>
<li>questDescription->[asker_nameFull] sends: "Patrol went dark near a raider camp. Can't spare the men to investigate. Need someone to clear it out, confirm hostile elimination. Payment on completion."</li>
<li>questDescription->NCR dispatch from [asker_nameFull]: Raiders have fortified a position near the highway. Interfering with supply lines. Clear them out and the Republic pays standard rates.</li>
<li>questDescription->[asker_nameFull] reports increased hostile contacts near NCR territory. Need independent contractors to eliminate the threat. Simple extermination contract.</li>
<li>questDescription->Priority from NCR command: [asker_nameFull] requests combat assistance. Raiders threatening trade routes. Eliminate all hostiles, secure the area.</li>
</rulesStrings>
</questDescriptionRules>
<root Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_SubScript">
<def>Util_RandomizePointsChallengeRating</def>
<parms>
<pointsFactorTwoStar>1.3</pointsFactorTwoStar>
<pointsFactorThreeStar>1.7</pointsFactorThreeStar>
</parms>
</li>
<li Class="QuestNode_SubScript">
<def>Util_AdjustPointsForDistantFight</def>
</li>
<li Class="QuestNode_GetMap" />
<li Class="FCP.Core.RadiantQuests.QuestNode_GetFactionFromList">
<storeAs>askerFaction</storeAs>
<factionDefs>
<li MayRequire="Rick.FCP.NCR">FCP_Faction_NCR</li>
</factionDefs>
</li>
<li Class="FCP.Core.RadiantQuests.QuestNode_GetLeaderOfFaction">
<storeAs>asker</storeAs>
<factionToUse>$askerFaction</factionToUse>
</li>
<li Class="QuestNode_GetSiteTile">
<storeAs>siteTile</storeAs>
<preferCloserTiles>true</preferCloserTiles>
</li>
<li Class="QuestNode_GetSitePartDefsByTagsAndFaction">
<storeAs>sitePartDefs</storeAs>
<storeFactionAs>siteFaction</storeFactionAs>
<sitePartsTags>
<li>
<tag>FCP_Site_NCR_Patrol</tag>
</li>
</sitePartsTags>
<mustBeHostileToFactionOf>$asker</mustBeHostileToFactionOf>
</li>
<li Class="QuestNode_GetDefaultSitePartsParams">
<tile>$siteTile</tile>
<faction>$siteFaction</faction>
<sitePartDefs>$sitePartDefs</sitePartDefs>
<storeSitePartsParamsAs>sitePartsParams</storeSitePartsParamsAs>
</li>
<li Class="QuestNode_SubScript">
<def>Util_GenerateSite</def>
<parms>
<hiddenSitePartsPossible>true</hiddenSitePartsPossible>
</parms>
</li>
<li Class="QuestNode_LoopCount">
<loopCount>$(randInt(2,4))</loopCount>
<node Class="QuestNode_GeneratePawn">
<kindDef>FCP_Pawnkind_NCR_Trooper</kindDef>
<faction>$askerFaction</faction>
<addToList>escorts</addToList>
<allowAddictions>false</allowAddictions>
<biocodeWeaponChance>1</biocodeWeaponChance>
<biocodeApparelChance>1</biocodeApparelChance>
</node>
</li>
<li Class="QuestNode_SetAllApparelLocked">
<pawns>$escorts</pawns>
</li>
<li Class="QuestNode_JoinPlayer">
<pawns>$escorts</pawns>
<joinPlayer>true</joinPlayer>
</li>
<li Class="QuestNode_ExtraFaction">
<factionOf>$asker</factionOf>
<pawns>$escorts</pawns>
<factionType>HomeFaction</factionType>
<inSignalsRemovePawn>
<li>escorts.RanWild</li>
</inSignalsRemovePawn>
</li>
<li Class="FCP.Core.RadiantQuests.QuestNode_SpawnPawns">
<inSignal>site.MapGenerated</inSignal>
<pawns>$escorts</pawns>
<mapParent>$site</mapParent>
</li>
<li Class="QuestNode_LeaveOnCleanup">
<pawns>$escorts</pawns>
<sendStandardLetter>false</sendStandardLetter>
</li>
<li Class="QuestNode_SpawnWorldObjects">
<worldObjects>$site</worldObjects>
<defsToExcludeFromHyperlinks>Human</defsToExcludeFromHyperlinks>
</li>
<li Class="QuestNode_WorldObjectTimeout">
<worldObject>$site</worldObject>
<isQuestTimeout>true</isQuestTimeout>
<delayTicks>$(randInt(15,30)*60000)</delayTicks>
<inSignalDisable>site.MapGenerated</inSignalDisable>
<node Class="QuestNode_End">
<outcome>Fail</outcome>
<sendStandardLetter>true</sendStandardLetter>
</node>
</li>
<li Class="QuestNode_Signal">
<inSignal>site.AllEnemiesDefeated</inSignal>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<letterDef>PositiveEvent</letterDef>
<label>Route secured</label>
<text>Mission accomplished. NCR confirms the route is clear.</text>
</li>
<li Class="QuestNode_Notify_PlayerRaidedSomeone">
<getRaidersFromMapParent>$site</getRaidersFromMapParent>
</li>
<li Class="QuestNode_GiveRewards">
<parms>
<allowGoodwill>true</allowGoodwill>
<allowRoyalFavor>false</allowRoyalFavor>
</parms>
<addCampLootReward>true</addCampLootReward>
<customLetterLabel>Payment arrived</customLetterLabel>
<customLetterText>Payment from the NCR has arrived.</customLetterText>
</li>
</nodes>
</node>
</li>
<li Class="QuestNode_End">
<inSignal>site.AllEnemiesDefeated</inSignal>
<outcome>Success</outcome>
</li>
<li Class="QuestNode_NoWorldObject">
<worldObject>$site</worldObject>
<node Class="QuestNode_End" />
</li>
</nodes>
</root>
</QuestScriptDef>
</Defs>
@@ -0,0 +1,15 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- Powder Gangers Settlement Name Maker -->
<RulePackDef>
<defName>FCP_Namer_Settlement_Powder_Gangers</defName>
<rulePack>
<rulesStrings>
<li>r_name->NCRCF</li>
</rulesStrings>
</rulePack>
</RulePackDef>
</Defs>
@@ -0,0 +1,50 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<SitePartDef>
<defName>FCP_Site_NCRCF_Facility</defName>
<label>NCRCF facility</label>
<description>Former NCR prison seized by hostile deserter inmates.</description>
<siteTexture>World/WorldObjects/Sites/GenericSite</siteTexture>
<expandingIconTexture>MapIcons/Sites/FCP_Camp_Site</expandingIconTexture>
<forceExitAndRemoveMapCountdownDurationDays>6</forceExitAndRemoveMapCountdownDurationDays>
<tags>
<li>FCP_Site_NCRCF_Facility</li>
</tags>
<approachOrderString>Attack NCRCF facility</approachOrderString>
<approachingReportString>Attacking NCRCF facility</approachingReportString>
<arrivedLetter>Hostile inmates control the facility. Clear them out.</arrivedLetter>
<arrivedLetterDef>ThreatBig</arrivedLetterDef>
<wantsThreatPoints>true</wantsThreatPoints>
<minThreatPoints>400</minThreatPoints>
<applyFactionColorToSiteTexture>true</applyFactionColorToSiteTexture>
</SitePartDef>
<GenStepDef>
<defName>FCP_Site_NCRCF_Facility_Enemies</defName>
<linkWithSite>FCP_Site_NCRCF_Facility</linkWithSite>
<order>400</order>
<genStep Class="FCP.Core.GenSteps.GenStep_SitePartPawns"/>
</GenStepDef>
<GenStepDef>
<defName>FCP_Site_NCRCF_Facility_Compound</defName>
<linkWithSite>FCP_Site_NCRCF_Facility</linkWithSite>
<order>450</order>
<genStep Class="GenStep_ScatterGroupPrefabs">
<count>1</count>
<minSpacing>5</minSpacing>
<spotMustBeStandable>false</spotMustBeStandable>
<allowRoofed>false</allowRoofed>
<warnOnFail>false</warnOnFail>
<groups>
<FCP_Prefab_NCRCF_Facility>
<weight>1.0</weight>
<indoorRuin>false</indoorRuin>
<max>1</max>
</FCP_Prefab_NCRCF_Facility>
</groups>
</genStep>
</GenStepDef>
</Defs>
+34
View File
@@ -0,0 +1,34 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<SitePartDef ParentName="Outpost">
<defName>FCP_Site_NCR_Deserter_Hideout</defName>
<label>deserter hideout</label>
<description>A hideout occupied by NCR deserters.</description>
<siteTexture>World/WorldObjects/DefaultSettlement</siteTexture>
<expandingIconTexture>MapIcons/Sites/FCP_Generic_Quest_Site</expandingIconTexture>
<forceExitAndRemoveMapCountdownDurationDays>6</forceExitAndRemoveMapCountdownDurationDays>
<wantsThreatPoints>true</wantsThreatPoints>
<tags Inherit="False">
<li>FCP_Site_NCR_Deserter_Hideout</li>
</tags>
<approachOrderString>Attack deserter hideout</approachOrderString>
<approachingReportString>approaching deserter hideout</approachingReportString>
<arrivedLetter>Your caravan arrived at the deserter hideout.</arrivedLetter>
</SitePartDef>
<GenStepDef>
<defName>FCP_Site_NCR_Deserter_Outpost</defName>
<linkWithSite>FCP_Site_NCR_Deserter_Hideout</linkWithSite>
<order>450</order>
<genStep Class="GenStep_Outpost"/>
</GenStepDef>
<GenStepDef>
<defName>FCP_Site_NCR_Deserter_OutpostPower</defName>
<linkWithSite>FCP_Site_NCR_Deserter_Hideout</linkWithSite>
<order>451</order>
<genStep Class="GenStep_Power"/>
</GenStepDef>
</Defs>

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