[Fallout 5] Walking Vending Machines — Design Blueprint

 

[Fallout 5] Walking Vending Machines — Design Blueprint

1) Core Idea (Player Fantasy)

Roaming, talkative vending-bots double as mobile quartermasters and self-defending kiosks. They stock chilled drinks, snacks, chems, repair kits, ammo, and field supplies; take payment; restock on schedules; and can be hired, hacked, escorted, or ambushed.


2) Lore & Variants (Pre-War → Post-War)

  • RobCo “RoboVend Mk IV” (standard): Protectron chassis with a front bay cooler and rotating product drum.

  • Nuka-Stride Model N: Tall, insulated torso with refrigeration coils; hums a Nuka jingle.

  • Med-Tek Aid Rover: White/red livery; sells stimpaks, RadAway, first aid, detox chems.

  • ARMCO Ammo-Mat Mule: Treaded base; small press for field-loaded ammo (strict limits).

  • SUGAR-ATON (Snackliner): Cheerful billboard face; keeps morale snacks hot/cold.

  • Sentry-Kiosk 2000 (security): Heavy turret busts open if attacked; corporate anti-theft demo unit.

  • Post-War Hacks: Raider “Snack-Ripper” (bait & ambush), Drifter conversions (barter only), Hidden-in-Plain-Sight Rebels camo-skins for smuggling.


3) Roles & Chassis Tiers

TierChassisRoleSpeedArmorCarry CapPower
LCourier-BotPatrol vendor, fastFastLightLowBattery pack
MRoboVend Mk IVGeneral storeMedMedMedFusion cell
HSentry-KioskSecurity vendorSlowHeavyHighFusion core

Mobility options: biped (Protectron), treaded (Mr. Gutsy tank), quad “cart” legs, or Brahmin-cart hybrid with docked vending pod.


4) Inventory, Restock & Pricing

Categories: Drinks (Nuka, water, teas), Snacks (bars, jerky, canned), Chems (stims, RadAway, antibiotics, calmants), Repair (weapon/armor kits, adhesive packs), Ammo (caliber-locked; see limits), Field Supplies (bandages, rope, filters, flares).

Dynamic Stocking

  • Region scarcity: desert = more water, fewer cold packs; warzones = more bandages, fewer luxury snacks.

  • Event hooks: rad-storms raise RadAway price/stock; faction wars increase ammo/repair.

  • Clock: soft restock every 24–48h; hard restock when returning to a depot (bots visibly travel a route).

Pricing Formula (at purchase)

final_price = base * scarcity_mult * (1 + faction_tax) * (1 - player_discounts)
  • Discounts: Barter/Charisma, brand loyalty card (hack or quest), settlement trade pact.

  • Surcharges: Night market +10%, combat zone +15%, hostile reputation +20%.

Ammo Press (H-tier only): Produces 5–20 rounds per in-game hour (caliber-limited), requires scrap + powder canister item, locks behind a permit quest.


5) Defense & Anti-Theft Suite

Default (non-lethal first)

  • Pepper-fog burst (cone; Accuracy –20%, Perception –2 for 10s)

  • Stun batons (melee zap)

  • Deployable smoke puck (line-of-sight break; escapes)

  • Sticky foam (roots attackers briefly; bots toddle away)

Escalation (if health <60% or theft)

  • Micro-turret pop (short-life drone, 5–10s suppressive fire)

  • EMP net (vs. power armor/robots; brief stagger)

  • Distress ping (pings patrols/nearby settlers, marks map for 90s)

  • Anchor bolts (locks feet; +Damage Resist, turret mode)

Failsafes

  • Lockdown shroud (shields inventory bays; no looting until disabled)

  • Insurance Module (records culprit; brands/factions respond later)

  • Catastrophic Core (rare trait): if destroyed, releases non-lethal flash or, in Raider hacked versions, booby-trap (small blast). (Use sparingly to avoid grief.)


6) AI Behavior (High-Level Tree)

Patrol → Scan threats → Vendor mode (idle barks, bargain prompts) → Customer service (trade, repairs) → Supply depletion? Seek nearest depot/settlement → Under attack? Defend → Flee/Escort call → Low power? Go to charging node → Resume route.

Hazard Avoidance: path cost increases near minefields/dens; chooses longer but safer routes unless contracted as “Brave Route” (paid premium).


7) Player Interactions

  • Buy/Sell (with brand loyalty stamp card; 10 stamps → random freebie crate).

  • Special Order: pay upfront; bot delivers to a drop-crate at a map marker within 12 in-game hours.

  • Hire as Mobile Quartermaster: follows you for X hours; grants shared stash, top-off ammo (cap/day), field repair (small gear condition bump).

  • Escort Contract: protect it to a depot; payout + vendor discount for 24h.

  • Hack (Utility or Criminal):

    • Utility: reveal discount tier, unlock category, add settlement route (+reputation risk).

    • Criminal: set “free vend” window, siphon caps; triggers brand bounty later.

  • License Quest: earn a Vendor Operator’s Permit; settlements allow permanent docking and taxation share.

  • Sabotage (raider path): swap ammo press recipe to misfire rounds (jam chance) for enemies only.


8) Crafting, Upgrades & Power

Workbench Mods

  • Cold-Loop+ (drinks heal +5%, chilled shelf expands)

  • Chem-Safe Dispenser (locks addictive types behind permit; if permitted, doubles stock cap)

  • Auto-Greaser Arm (+15% repair efficiency; faster armor fixes)

  • Solar Awning (daytime trickle charge; slower at high radiation)

  • Deterrent Suite Mk II (+1 turret charge, +foam capacity)

  • Route Uplink (adds your settlement to its network; yields tax caps per day)

Maintenance

  • Travel wear (hidden meter): after N kilometers, jam chance rises → fix with Vendor Service Kit.

  • Power: batteries → fusion cells → fusion core (H-tier). Low power lowers speed & cooler efficiency.


9) Encounters & Quest Seeds

  1. “Thirst March”: a Nuka-Stride limps in a dust storm; escort it to an oasis depot. Choice: honest escort vs siphon its coolant coils.

  2. “Recall Notice”: brand rep demands you hand over hacked bots; side with rebels or corp, unlocks discount vs. blacklist.

  3. “Snack-Ripper Sting”: raiders use a fake bot as bait; disarm trap, keep the shell for settlement use.

  4. “Field Press Permit”: prove safe ammo pressing (range test minigame) to unlock legal ammo crafting.

  5. “Med-Tek Surplus Run”: time-boxed delivery of chems through feral territory; bot panic events force quick decisions.


10) Faction & System Integration

  • Hidden-in-Plain-Sight Rebels: covert skins, smuggler routes; discounts if you help ferry medicine.

  • Brotherhood-style orders: levy “tech tax” unless you carry a sanctioned badge.

  • Raiders: hijack for “Snack-Rippers”; destroying too many civilian bots triggers regional price hikes.

  • Institute-like actors: synth clerk add-on—humanlike attendant appears at night near safe hubs.

  • Caravans: bots slot into supply lines; each successful day adds settlement happiness and trickle caps.

  • Trap Hunter Faction: uses decoy bots to pull mines—cross-content with your trap systems.


11) Balance Levers

  • Spawn density, route length, escort frequency

  • Stock caps per category, ammo press daily output

  • Defense severity & escalation thresholds

  • Loot table on destruction (mostly scrap + small chance of intact module)

  • Reputation ripples (price hikes/discounts by brand & region)


12) UI Notes

  • Vendor HUD: category chips (Drinks / Snacks / Chems / Repair / Ammo / Supplies), chill gauge, defense posture icon (Green idle → Yellow alert → Red lockdown).

  • Hire/Order Panel: duration slider, route preview maplet, fee breakdown.

  • Hack Screen: 3-node puzzle (Power • Inventory • Security); each success toggles a safe boon; 3 fails → soft lockdown.


13) Personality & Audio

  • Nuka-Stride: “Hydration is happiness! Caps accepted, IOUs rejected.”

  • Med-Tek Rover: “Remain still—sterile swab. You’ll barely feel the invoice.”

  • ARMCO Mule: “Caliber query: plink, punch, or pulverize?”

  • SUGAR-ATON: “Sweetness detected in your future—provided funds are present.”


14) Sample Named Units

  • Doc Sipper (Med-Tek): Sells Doc’s Draft (rare regen drink), carries extra bandages; pacifist AI (more fog, less turret).

  • The Vendo-Knight (H-tier): Heavy armor, beacon flare; discounts if you rescue it thrice.

  • Snack Moses (Courier): Spawns in crisis events, hands out free water during heatwaves (one per player/day).


15) Settlement Integration

  • Auto-Vendor Bay (buildable): spawn a basic bot, assign routes, set tax rate, toggle night market hours.

  • Docking Pad: visiting bots park; townsfolk queue; boosts merchant happiness perk.

  • Security Link: bots tie into turrets; in siege, they switch to med/munitions support (free bandages for settlers, limited ammo trickle).


16) Modding Hooks (Data-Driven)

  • JSON tables: stock pools, price curves, route nodes, voice barks, defense loadouts.

  • Event keywords: RAD_STORM, FACTION_WAR, HEATWAVE, PLAGUE_ALERT.

  • Scripting: on-death drop overrides, spawn weights, escort contract multipliers.


17) Quick Stat Blocks (Plug-N-Play)

RoboVend Mk IV (M-tier):
HP 420 • DR 40 • Speed 85% human • Carry 120 slots • Restock 36h • Defense: Fog ×2, Baton ×1, Smoke ×1 • Call-in radius 80m

Nuka-Stride (M-tier, cold):
HP 360 • DR 30 • Speed 90% • Carry 90 + Cold 30 • Drinks heal +5% • Defense: Fog ×1, Foam ×1, Smoke ×1

Sentry-Kiosk 2000 (H-tier):
HP 700 • DR 80 • Speed 60% • Carry 160 • Ammo Press (10r/h) • Defense: Fog ×1, Turret ×2, EMP net ×1, Anchor bolts


How this plugs into your broader systems

  • Works with your caravan & merchant economy, trap gameplay, and AI NPC personality efforts.

  • Quest lines reinforce your faction identity pillars (rebels, corporate, raiders).

  • Provides repeatable utility (hire, order, escort) and situational drama (ambushes, storms, sieges).


Walking Vending Machines — Quest Scripts Pack

Below are five ready-to-drop quest designs with stage flow, aliases, key variables, scene/dialogue beats, and implementation snippets (Creation Engine Papyrus fragments + an Unreal-style pseudo-C++ flow). They’re built to plug into your roaming vending-bot system (RoboVend/Nuka-Stride/Med-Tek/ARMCO/Sentry-Kiosk).


Shared Systems & Globals (used by all quests)

Aliases

  • Alias_VendorBot (Any WVM actor; preferred type via keyword filter)

  • Alias_DepotMarker (Location with LocType_VendorDepot)

  • Alias_Player

  • Alias_AmbushMarker[] (Encounter points)

  • Alias_BrandRep (Corporate NPC)

  • Alias_RebelHandler (Hidden-in-Plain-Sight Rebels NPC)

Globals / Vars

  • GV_WVM_BrandRep (0=None, 1=Nuka, 2=MedTek, 3=ARMCO)

  • GV_WVM_PlayerBrandReputation[Brand] (−100..+100)

  • GV_WVM_RegionalPriceMult (0.8..1.5)

  • GV_WVM_DiscountHours (int)

  • GV_WVM_DailyAmmoPressCap (int)

  • WVM_Permit_AmmoPress (misc/perk gate)

  • WVM_BotHired (bool), WVM_BotCooldown (game hours)

Packages (AI)

  • PKG_WVM_VendorIdle

  • PKG_WVM_EscortFollow

  • PKG_WVM_FleeAndSmoke

  • PKG_WVM_TravelToDepot

  • PKG_WVM_LockdownAnchor

  • PKG_WVM_CallForHelpPing


Q1 — “Thirst March” (Escort/Emergency)

Quest ID: Q_WVM_ThirstMarch
Type: Dynamic escort in a hazard (dust/rad storm).
Start Conditions: Player enters a storm cell or overhears a distress ping. Nearby Nuka-Stride bot is overheating/low power.

Objectives & Stages

  • O1: Reach the stranded vendor-bot.

    • S10 Start: Register storm; play SOS bark.

  • O2: Stabilize the bot (choose 1):

    • S20: Use a Coolant Coil (aid item) OR perform Repair [INT 4/ENG 30] check OR Pay 100 caps for emergency service kit.

  • O3: Escort to the oasis depot.

    • S30: Assign PKG_WVM_EscortFollow; spawn 1–2 ambush rolls at Alias_AmbushMarker[].

  • O4: Keep it alive through the storm.

    • S40: If HP < 60%, bot escalates: foam/pepper, smoke, mini-turret; call-in ping.

  • S50 Turn-in: Arrive at depot, bot docks.

  • S60 Complete (branch):

    • Honest Escort: +GV_WVM_PlayerBrandReputation[Nuka] (large), 24h 15% discount, random cold-case reward.

    • Siphon Coolant (optional earlier): Short path skip but −rep; depot fine (caps) or Rebels applaud (+Rebel rep) if you admit it.

Fail States

  • Bot destroyed, you flee the storm too long, or depot doors never reached → small scrap reward + −rep with brand.

Key Scenes (short)

  • Scene A (S10):
    VendorBot: “Hydration… critical. Coolant coils at 7%. Client… assistance recommended.”

  • Scene B (S30 ambush):
    VendorBot: “Non-customer aggression detected. Deploying courtesy deterrents.”

Papyrus (core fragments)

Scriptname Q_WVM_ThirstMarchScript extends Quest GlobalVariable Property GV_WVM_PlayerBrandRep_Nuka Auto Actor Property VendorBot Auto ObjectReference Property DepotMarker Auto MiscObject Property Aid_CoolantCoil Auto Keyword Property KW_WVM_Vendor Auto Package Property PKG_WVM_EscortFollow Auto Package Property PKG_WVM_VendorIdle Auto Event OnInit() SetStage(10) EndEvent Function TryStabilizeBot() If Game.GetPlayer().GetItemCount(Aid_CoolantCoil) > 0 Game.GetPlayer().RemoveItem(Aid_CoolantCoil, 1, True) VendorBot.RestoreValue(Game.GetFormFromFile(0x0000002A, "Skyrim.esm") as ActorValue, 50) ; Health++ SetStage(30) ElseIf (Game.GetPlayer().GetAV("Intelligence") >= 4) SetStage(30) Else Debug.Notification("You need a coolant coil or enough skill.") EndIf EndFunction Function BeginEscort() VendorBot.EvaluatePackage() VendorBot.SetPackageData(PKG_WVM_EscortFollow, "FollowTarget", Game.GetPlayer() as ObjectReference) VendorBot.AddToFaction(Game.GetFormFromFile(0x00012345, "WVM.esm") as Faction) EndFunction Function OnArriveDepot() VendorBot.SetPackageData(PKG_WVM_VendorIdle, "VendorMode", 1) GV_WVM_PlayerBrandRep_Nuka.SetValue(GV_WVM_PlayerBrandRep_Nuka.GetValue() + 10.0) CompleteAllObjectives() Stop() EndFunction

Unreal-style Flow (pseudo)

// UQuest_WVM_ThirstMarch OnBegin() { BindStormProbe(); VendorBot = FindClosestBotWithTag("NukaStride"); SetObjective("StabilizeBot"); } OnStabilize() { if (PlayerHas("CoolantCoil") || SkillCheck(INT>=4)) { VendorBot->ApplyStatus("Cooled"); SetObjective("EscortToDepot"); VendorBot->SetFollow(Player); ScheduleAmbushRolls(); } } OnDepotReached() { GrantReputation("Nuka", +10); GrantTimedDiscount("Nuka", 0.15f, 24h); CompleteQuest(); }

Q2 — “Recall Notice” (Choice: Corp vs Rebels)

Quest ID: Q_WVM_RecallNotice
Hook: Brand rep confronts you about hacked bots; Rebel handler offers protection if you route bots through smuggler lanes.

Objectives & Stages

  • S10: Meet the Brand Rep at a checkpoint OR meet the Rebel Handler in a back alley.

  • S20: Review evidence (logs from bots you’ve hacked or escorted).

  • S30 Branch A (Corp): Return hacked modules, pay a fine, and install Corp Seal (adds +brand discount, −Rebel rep).

  • S40 Branch B (Rebels): Keep mods, reroute 1–2 bots through Rebel nodes (Escort mini-quest) → +Rebel rep, Smuggler Prices at night markets.

  • S50 Resolution: World reaction flips switches:

    • Corp path → price stability (+5% cheaper in corporate hubs), Rebel shops reduce services.

    • Rebel path → night market opens, corp tax patrols increase (random inspections).

Rewards

  • Corp: CorpSeal perk (+10% with that brand), whitelist at checkpoints.

  • Rebel: SmugglerLane perk (+10% at night markets), access to covert skins for bots in settlements.

Papyrus (branch flip)

If (GetStageDone(30)) BrandSystem.ApplySealToPlayer() BrandSystem.ModifyRegionalPrices(-0.05) RebelSystem.SetNightMarket(false) ElseIf (GetStageDone(40)) RebelSystem.SetNightMarket(true) BrandSystem.FlagPlayerForInspections(true) EndIf

Q3 — “Snack-Ripper Sting” (Trap/Salvage)

Quest ID: Q_WVM_SnackRipperSting
Hook: A too-good-to-be-true vendor-bot is broadcasting discounts; raider ambush.

Objectives & Stages

  • S10: Investigate the discount signal (scan bot shell).

  • S20 Skill Gate: Detect explosive rig [PER 5] or electronic trip [SCI 40].

  • S30: Decide:

    • Disarm & Bait the raiders (set up your own counter-ambush).

    • Steal the Shell quietly (salvage for settlement).

    • Fall for it (combat ambush if you ignore warnings).

  • S40: If baited, raiders spawn in; wipe them.

  • S50 Turn-in: Return parts to workbench → unlock Portable Vendor Pod (plan) for settlements.

Rewards

  • Plan: Auto-Vendor Bay (basic), cosmetic skin “Caution Stripes”.

Papyrus (trap reveal)

Function TryDisarmTrap() If PlayerSkillCheck("Science", 40) || PlayerSkillCheck("Perception", 5) SetObjectiveDisplayed(30, True) TrapObject.DisableNoWait() Debug.Notification("You’ve disarmed the Snack-Ripper rig.") Else Debug.Notification("Wires look… normal? (They are not.)") EndIf EndFunction

Q4 — “Field Press Permit” (Minigame/Certification)

Quest ID: Q_WVM_FieldPressPermit
Hook: An ARMCO Ammo-Mat Mule will only enable the ammo press for certified operators.

Objectives & Stages

  • S10: Speak to the ARMCO tech at the range.

  • S20: Calibrate press (3-step minigame):

    1. Powder measure timing window (QTE).

    2. Case seating alignment (cursor into tolerance band).

    3. Pressure test (fire 5 rounds; <=1 jam).

  • S30 Result:

    • Pass: Add WVM_Permit_AmmoPress, raise daily cap (GV_WVM_DailyAmmoPressCap += 20).

    • Fail: Retry after rest or pay a fee (retest voucher).

Rewards

  • Access to press on H-tier bots, press UI opens with “safe loads” only.

Unreal-style (minigame skeleton)

void UAmmoPressTrial::BeginTrial() { StartStep(ETrialStep::PowderMeasure); } void UAmmoPressTrial::OnPowderTimed(float Delta) { if (FMath::Abs(Delta) < Tolerance) Score++; NextStep(); } void UAmmoPressTrial::OnPressureFired(int Jams) { if (Jams <= 1) GrantPermit(Player); }

Q5 — “Med-Tek Surplus Run” (Timed Escort/Panic Events)

Quest ID: Q_WVM_MedTekRun
Hook: A Med-Tek Aid Rover must deliver life-saving chems through feral territory before nightfall.

Objectives & Stages

  • S10: Accept delivery (timer starts; e.g., 8 in-game hours).

  • S20: Route selection (safe/slow vs risky/fast).

  • S30: Panic Events (randomized 2 of 4):

    • Feral swarm rush → bot deploys smoke; you choose fight or push through.

    • Filter clog → quick fix [SCI 30] or use Filter Kit item.

    • Sentry nest → detour or EMP net usage.

    • Civvie crowd requesting aid → give 1 stimpack (bonus rep, timer penalty).

  • S40: Reach clinic before timer expires.

  • S50: Delivery cutscene (civvie gratitude line).

Rewards

  • Med-Tek discount (24h 15%), rare Doc’s Draft (regen drink), +Medical faction rep.

Timer/Failure (Papyrus)

Float Property StartHour Auto Float Property DeadlineHours = 8.0 Auto Event OnQuestStart() StartHour = Utility.GetCurrentGameTime() EndEvent Event OnLocationChange() If Utility.GetCurrentGameTime() - StartHour >= (DeadlineHours / 24.0) FailQuest() EndIf EndEvent

World & Economy Hooks (used by multiple quests)

  • Price Ripple: Completing corp-friendly outcomes: GV_WVM_RegionalPriceMult -= 0.05 in corporate hubs; Rebel wins → enable NightMarketVendorList and apply −0.1 at night, +0.05 day.

  • Spawn Density: If player destroys >N civilian bots in 24h, increase regional prices by +0.1 for 48h and spawn Brand Patrols.

  • Settlement Integration: Completing Snack-Ripper Sting unlocks build plan: AutoVendorBay_Basic (workbench keyword Recipe_WVM_VendorBay). Docking increases Happiness and grants a daily TaxCaps trickle.


UI & Journal Strings (keys)

  • OBJ_WVM_Thirst_S10: “Find the stranded vending unit in the storm.”

  • OBJ_WVM_Thirst_S20: “Stabilize the unit (Coolant Coil/Repair/Pay).”

  • OBJ_WVM_Recall_S30: “Submit hacked modules to corporate.”

  • OBJ_WVM_Recall_S40: “Aid the Rebels in rerouting vendor traffic.”

  • OBJ_WVM_Snack_S20: “Inspect the suspicious discount bot.”

  • OBJ_WVM_Field_S20: “Complete the three press calibration steps.”

  • OBJ_WVM_Med_S30: “Navigate panic events and reach the clinic before nightfall.”


Quick Dialogue Snippets (drop-in)

  • Nuka-Stride: “Hydration is happiness—mine is currently lacking. Assistance… appreciated.”

  • ARMCO Tech: “Presses don’t kill. Bad loads do. Show me you know the difference.”

  • Brand Rep: “Return corporate property, pay your fine, and we’ll forget this ‘tinkering’ phase.”

  • Rebel Handler: “Keep the upgrades. We’ll cover your routes. Night markets open for friends.”

  • Med-Tek Rover: “Sterile swab prepared. Let’s hurry—people are waiting.”


Testing Checklist (per quest)

  • Start/stop under multiple weather & time states

  • Escort pathfinding around mines and narrow passes

  • Ambush spawn fairness (no instant flank within 5m)

  • Discount timers expire correctly (sleep/fast travel tested)

  • Reputation deltas clamp −100..+100

  • Night market toggles vendors only during 20:00–04:00



Q6 — “Quartermaster For a Day” (Hire & Sustain)

Quest ID: Q_WVM_QuartermasterDay
Type: Timed hire/companion utility with upkeep choices.
Hook: Player can contract a RoboVend to follow for 8 in-game hours as a mobile stash/repair shop.

Objectives & Stages

  • S10: Negotiate fee (Barter/Charisma check or pay caps).

  • S20: Hire bot → apply PKG_WVM_EscortFollow, enable Shared Stash and Top-Off Ammo (cap/day).

  • S30: Keep it supplied (choose at least 2 during the hire window):

    • Fuel cells (power top-ups)

    • Grease kit (reduces jam chance)

    • Route safety (clear one ambush marker)

  • S40: Optional: field repair demo (repair 2 items to >80% condition).

  • S50 Turn-in: Bot tallies service; discount and perk duration based on care quality.

Rewards

  • “Quartermaster’s Chit” (temporary perk: +10% vendor repair efficiency for 24h), 5–15% brand discount for 24h based on S30 completion.

Fail States

  • Bot destroyed, desertion (you fast-travel too far), or debt unpaid → −brand rep, small bounty.

Papyrus (service ledger)

Int Property TasksDone Auto Event OnHireStart() TasksDone = 0 WVM_BotHired = True SetObjectiveDisplayed(20, True) Utility.WaitGameTime(0.1) SetStage(30) EndEvent Function RegisterTaskCompletion() TasksDone += 1 If TasksDone >= 2 SetStage(40) EndIf EndFunction Event OnHireEnd() WVM_BotHired = False Float discount = (TasksDone >= 3) ? 0.15 : (TasksDone == 2 ? 0.10 : 0.05) BrandSystem.GrantTimedDiscount(CurrentBrand, discount, 24.0) CompleteAllObjectives() Stop() EndEvent

Unreal-style (pseudo)

OnBeginHire() { Bot->Follow(Player); Timer = 8h; EnableSharedStash(); } OnSupplyAdded(type) { TasksDone++; if (TasksDone>=2) SetObjective("OptionalRepairs"); } OnTimerExpire() { GrantDiscount(Brand, CalcDiscount(TasksDone)); CompleteQuest(); }

Q7 — “Brand War: Price Crash” (World Event / Choice)

Quest ID: Q_WVM_BrandWarCrash
Type: Regional dynamic; player stabilizes or exploits a price war.
Hook: Competing brands undercut each other; prices plunge by day, spike at night.

Objectives & Stages

  • S10: Talk to Brand Rep or Rebel Broker to learn causes.

  • S20 Branch A (Stabilize): Deliver 3 arbitration chips to specific bots; install Price Governor module.

  • S30 Branch B (Exploit): Help Rebels redirect stock to night markets (escort 2 bots on stealth routes).

  • S40 Resolution: Flip economy switches accordingly.

Rewards

  • Stabilize: Permanent −5% in corporate hubs, whitelist at checkpoints.

  • Exploit: Night market −10% after 20:00, day +5% markup (more profit windows).

Fail States

  • Installing governors on wrong bots, escorts fail → event continues (higher volatility for 48h).

Papyrus (economy flip)

If ChoseStabilize BrandSystem.ModifyRegionalPrices(-0.05) RebelSystem.SetNightMarket(false) Else RebelSystem.SetNightMarket(true) BrandSystem.SetDaySurcharge(0.05) RebelSystem.SetNightDiscount(0.10) EndIf

Q8 — “Ghost Route” (Stealth Escort / Tax Evasion)

Quest ID: Q_WVM_GhostRoute
Type: Stealth escort avoiding Tax Patrol detection.
Hook: Rebels ask you to guide a Nuka-Stride along a zero-light tunnel network to a back-alley dock.

Objectives & Stages

  • S10: Meet bot at dusk (20:00).

  • S20: Stay under Detection Threshold (light + sound + proximity).

  • S30: Bypass two checkpoints (disable triplights or time guard rotations).

  • S40: Optional: spoof transponder (SCI 50) to ignore next patrol.

  • S50 Turn-in: Dock at hidden market before 04:00.

Rewards

  • Smuggler’s Stamps x3 (redeem for freebies), covert bot skin blueprint for settlements.

Fail States

  • Detection meter fills → Tax Patrol ambush, fine, −corp rep.

Mechanics Notes

  • Add a GhostRoute_DetectScore float; each light cone contact + sound event adds score; threshold = fail.

Unreal-style (pseudo)

Tick() { DetectScore += LightExposure()*dt + SoundEvents*Weight; if (DetectScore > Threshold) TriggerPatrol(); }

Q9 — “Jammed Press” (Maintenance Micro-Puzzle)

Quest ID: Q_WVM_JammedPress
Type: Repair minigame for H-tier ammo press.
Hook: ARMCO Mule flags a jam; you must clear it without detonating powder.

Objectives & Stages

  • S10: Diagnose fault (choose: sensor misalign / powder bridge / crimp burr).

  • S20: Solve micro-puzzle:

    • Align: keep cursor in oscillating band for 5s

    • Bridge: timed tap to knock powder free (avoid red zones)

    • Burr: select correct deburr tool (tooltips from earlier training)

  • S30: Test press (fire 3 safe rounds).

  • S40: Optional: optimize (SCI 60) to +5 rounds/day cap.

Rewards

  • +Daily press output, ARMCO rep +.

Papyrus (safe retry gate)

Int Attempts Function TryFixStep(Int step, Bool success) If !success Attempts += 1 If Attempts >= 3 FailQuest() EndIf ElseIf step >= 3 SetStage(30) EndIf EndFunction

Q10 — “Siege Supply Drop” (Settlement Defense Tie-In)

Quest ID: Q_WVM_SiegeSupplyDrop
Type: Wave defense while vendor bots dock to offload meds/ammo.
Hook: Your settlement is under siege; 2 vendor bots inbound to Docking Pad.

Objectives & Stages

  • S10: Activate Security Link (connect bots to turrets).

  • S20 Wave 1: Hold outer gate (bots path in; if damaged <25%, bonus).

  • S30 Wave 2: Protect offload (bots switch to med/munitions mode; settlers grab supplies)

  • S40 Boss Wave: Raider Sapper targets bots with EMP; counter with EMP Net or snipe.

  • S50: Victory tally → Happiness +, TaxCaps payout scaled by bot health and supplies delivered.

Rewards

  • Auto-Vendor Bay (Tier 2) plan, permanent +2% settlement vendor margin.

Fail States

  • Both bots destroyed → heavy repair cost, −settlement happiness.

Unreal-style (pseudo)

OnWaveStart(n){ SpawnWave(n); if (n==2) Bots->SwitchRole(MedMunitions); } OnVictory(){ Settlement->ModifyHappiness(+X); GrantPlan("AutoVendorBay_T2"); }

Q11 — “Rogue Personality” (AI Quirk / Keep or Cure)

Quest ID: Q_WVM_RoguePersonality
Type: Character quest for a glitched SUGAR-ATON.
Hook: Bot develops a quirky persona (“stand-up comic”) causing customer congestion and price misquotes.

Objectives & Stages

  • S10: Record 3 malfunction barks as evidence.

  • S20: Choose fix:

    • Reset Personality Core (Corp approval; bot becomes efficient, bland).

    • Sandbox the Quirk (install governor; keep jokes, fix pricing).

    • Sell to Traveling Show (caps now; lose bot in region, unlock vanity skin).

  • S30: Apply chosen module; assess customer queue speed.

Rewards

  • Reset: +Corp rep, +2% brand discount (permanent).

  • Sandbox: Unique vendor perk “Morale Munchies” (snacks grant +1% XP for 30 min).

  • Sell: Large caps, cosmetic skin “Marquee”.

Papyrus (branch resolution)

If PickedReset Bot.ApplyPersonality("Default") BrandSystem.AdjustRep(+8) ElseIf PickedSandbox Bot.ApplyGovernor("QuipLimiter") Player.AddPerk(Perk_MoraleMunchies) Else Bot.DisableNoWait() Player.AddItem(Caps001, 800) EndIf

Q12 — “Operator’s Line” (Permit Chain → Build Your Bot)

Quest ID: Q_WVM_OperatorsLine
Type: Multi-step license culminating in crafting your own bot.
Hook: The full Vendor Operator exam: logistics, ethics, emergency handling.

Objectives & Stages

  • S10: Written test (dialogue quiz; 8 questions, pass ≥6).

  • S20: Logistics run (deliver mixed stock under weight cap, path across 3 nodes).

  • S30: Ethics scenario (choose who to serve first: wounded settler vs. paying mercs).

  • S40: Emergency: simulate robbery; choose deterrents (non-lethal preferred for bonus).

  • S50: Final audit; receive Operator’s Permit and Auto-Vendor Bay (Owner’s Model).

Rewards

  • Craftable Basic Vendor-Bot (settlement constructible), Owner discount −10% with all brands.

Fail States

  • Fail two or more segments → cooldown 72 in-game hours to retry.

Unreal-style (pseudo)

Score = QuizScore + LogisticsScore + EthicsScore + EmergencyScore; if (Score >= Threshold) UnlockBuildableBot();

Q13 — “Cold Chain” (Temperature Logistics)

Quest ID: Q_WVM_ColdChain
Type: Environmental logistics; keep Cold Gauge above threshold.
Hook: Nuka-Stride must deliver “Cryo-Tonics” to a clinic; coolant leaks in heatwave.

Objectives & Stages

  • S10: Acquire 2x Coolant Coils or craft Patch Gel.

  • S20: Keep Cold Gauge ≥ 50 during transit:

    • Avoid sun; use tunnels/overhangs.

    • Stop at Shade Nodes to tick recovery.

    • Optional: deploy Solar Awning (reduces decay).

  • S30: Arrive; bonus if Cold Gauge ≥ 80.

Rewards

  • Doc’s Draft x2, Cold-Loop+ mod blueprint.

Fail States

  • Gauge hits 0 → spoilage; reduced reward, −rep.

Papyrus (gauge tick)

Float ColdGauge = 100.0 Event OnUpdateGameTime() Float ambient = WeatherSystem.GetHeatIndex() ColdGauge -= ambient * 0.5 If PlayerInShade() ColdGauge += 0.2 If ColdGauge <= 0 SetStage(90) ; spoil EndIf RegisterForSingleUpdateGameTime(0.02) EndEvent

Drop-In Data (Tables & Lists)

Stock Pools (JSON)

{ "Drinks": ["PurifiedWater","NukaCola","IcedTea","DocDraft"], "Snacks": ["Jerky","NutBar","CramDeluxe","SugarBites"], "Chems": ["Stimpak","RadAway","Antibiotic","Calmant"], "Repair": ["WeaponKit","ArmorKit","AdhesivePack","GreaseKit"], "AmmoSafeLoads": { "9mm": 20, "10mm": 15, "5.56": 12, "12ga": 8 } }

Price Curves (CSV)

Item,Base,ScarcityMult_Wasteland,ScarcityMult_Urban,Event_RadStorm,Event_Warzone PurifiedWater,12,1.2,0.9,1.4,1.1 Stimpak,45,1.1,1.0,1.0,1.3 WeaponKit,60,1.0,1.1,1.0,1.2 9mm_SafeLoad,1.2,1.1,1.0,1.0,1.2

UI Strings (additions)

  • OBJ_WVM_QMD_S30: “Provide at least two upkeep services during the hire window.”

  • OBJ_WVM_BRAND_S20: “Install price governors on the listed vendor units.”

  • OBJ_WVM_GHOST_S20: “Keep detection low while escorting to the hidden dock.”

  • OBJ_WVM_PRESS_S20: “Clear the jam without damaging the press.”

  • OBJ_WVM_SIEGE_S20: “Hold the gate while bots dock at the pad.”

  • OBJ_WVM_ROGUE_S20: “Choose how to resolve the bot’s personality glitch.”

  • OBJ_WVM_OPLINE_S20: “Complete all operator exam segments.”

  • OBJ_WVM_COLD_S20: “Maintain Cold Gauge ≥ 50 during delivery.”


Integration Notes

  • All escort-type quests can reuse your PKG_WVM_EscortFollow, PKG_WVM_FleeAndSmoke, PKG_WVM_LockdownAnchor.

  • Stealth quest uses a simple additive Detection Score; clamp and expose to HUD for accessibility.

  • Economy flips modify GV_WVM_RegionalPriceMult plus time-of-day modifiers; ensure sleeping/fast-travel advances timers and reevaluates markets.

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