Fallout 5 – The Containment Breach

Fallout 5 – The Containment Breach

Overview

Deep within the Wasteland, a long-sealed facility—once belonging to a pre-war bioweapons division—has finally been cracked open. The building, known as Facility Z-13, was sealed under the “Red Frost Protocol” after a containment failure decades before the Great War. Its re-emergence threatens to unleash one of the most dangerous post-war crises in Fallout history.


1. Discovery

Scavengers stumbled upon the facility’s reinforced doors after seismic activity exposed its buried upper levels. Thinking it was a lost Vault or weapons cache, they forced entry—unaware of the dormant pathogen inside. Within days, strange symptoms appeared: bleeding from pores, translucent skin, and erratic aggression. The infection spread through air, water, and even contact with irradiated dust.


2. The Contaminant

Codenamed “Strain Hades-9”, the contaminant was engineered to make soldiers hyper-resilient to radiation. Instead, it bonded with FEV residue, mutating into a self-replicating bio-plague. It doesn’t kill instantly—it rewrites DNA, creating “Translucents”, pale humanoids with visible organ glow and hive-mind tendencies. The strain can attach to pre-existing mutations, meaning ghouls, super mutants, and even synths react differently.


3. Factions’ Reactions

  • Brotherhood of Steel: Sends Paladins to contain and retrieve samples, sparking moral debate about whether to destroy or weaponize it.

  • Institute (if still active): Sees opportunity in merging Strain Hades-9 with synthetic tissue—an attempt to evolve beyond human frailty.

  • Settlements: Panic spreads. Trade routes shut down, leading to food shortages.

  • New Factions: A radical cult forms—the Children of the Translucent Dawn—believing infection is divine ascension.


4. Player Involvement

The player becomes the only one capable of traversing the zone due to an immunity quirk (Vault experiment or prior exposure). Their choices shape the outcome:

  • Contain: Work with scientists to reseal or neutralize the strain permanently.

  • Exploit: Synthesize a controllable form to enhance settlements or soldiers.

  • Transcend: Join the infected and guide their evolution toward a new species.


5. Gameplay Mechanics

  • Biohazard Zones: Require special gear with filters that degrade over time.

  • Mutation Tree: Infection exposure grants powerful but risky abilities.

  • Morality Barometer: Balances empathy, survivalism, and science.

  • Settlement Infection Risk: Player must choose who to save, isolate, or sacrifice.


6. World Impact

If uncontrolled, Strain Hades-9 transforms entire biomes—plants fluoresce at night, animals develop semi-transparent hides, and the sky over Facility Z-13 shimmers with green auroras. Every in-game week, infected zones spread unless contained, making this one of Fallout 5’s dynamic world-threat systems.


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ARC TITLE: Fallout 5 – The Containment Breach

Setting

Beneath the collapsed skyline of Old Meridian City, a sealed complex called Facility Z-13 is unearthed. Once part of a clandestine U.S. Army Bioweapon Initiative, it now leaks the Hades-9 Strain—a mutagenic contaminant that fuses with FEV remnants and reshapes life at a cellular level.


I. Questline: “The Red Frost Protocol”

Chapter 1 – Ghost Air

  • Objective: Investigate strange radiation readings and missing caravans near Meridian’s outskirts.

  • Key NPCs:

    • Dr. Rina Kells, ex-Vault biochemist researching airborne toxins.

    • Marshal Deacon, a grizzled NCR Outrider sent to retrieve a “classified container.”

  • Gameplay: Player tracks a trail of translucent corpses; environmental storytelling hints that filters and HazMat suits degrade faster here.

  • Outcome: Discover the massive Z-13 blast door—freshly breached.


Chapter 2 – Breach of the Damned

  • Objective: Enter Z-13 with Deacon or alone; locate the main contamination hub.

  • Enemies: Early-stage Translucents (humanoid, glowing vascular systems, pack tactics).

  • Set-Piece: Power-starved security drones awaken, mistaking everyone for intruders.

  • Moral Choice: Seal the door (trapping any scavengers alive) or push deeper to rescue them.

  • Outcome: Retrieve the Red Frost Manual, detailing the emergency lockdown codes.


Chapter 3 – Cult of the Translucent Dawn

  • Objective: Track an infected preacher who claims “the flesh can ascend.”

  • Faction Intro: Children of the Translucent Dawn—zealots who believe infection equals salvation.

  • Gameplay: Dialogue vs combat outcomes; player can infiltrate or join temporarily.

  • Branching: Decide whether to purge their temple, learn their ritual gene-stabilizer, or become a silent observer.


Chapter 4 – Lines of Containment

  • Parallel Threads:

    • Brotherhood of Steel: Paladin Graves leads a fireteam with orders to incinerate the site.

    • Institute Remnant: Scientist Unit R-42 wants samples for hybrid-synth evolution.

    • Settler Coalition: Local mayor pleads for medical aid and evacuation routes.

  • Core Conflict: Each group demands the player’s allegiance for their version of salvation.

  • Dynamic World: Zones around Meridian mutate weekly unless the player stabilizes air filtration nodes.


Chapter 5 – The Hollow Evolution

  • Objective: Decide the fate of Hades-9.

    • Containment Ending: Reactivate the Red Frost Protocol—flood the facility with cryo-sealant, burying it forever. Settlements cheer, but lingering spores remain dormant underground.

    • Exploitation Ending: Aid the Institute Remnant; craft controlled serums that enhance reflexes and radiation tolerance. Unlocks Infected Augment skill-tree but provokes Brotherhood war.

    • Transcendence Ending: Join the cult, evolve into a half-Translucent being, and spread a “New Humanity.” Game world visually shifts—flora glow, sky shimmers, NPCs fear or worship you.


II. Factional Conflict Storyline

1. Brotherhood of Steel – “Iron Cleanse Directive”

  • Goal: Eradicate every trace of Hades-9.

  • Quests:

    • Operation Sterile Dawn – Escort vertibird teams to drop incendiary canisters.

    • Judgment of Flame – Confront Paladin Graves about civilian casualties.

  • Unique Reward: Purifier Power Armor Mk VI – filters airborne toxins, boosts Strength, but limits Charisma (symbol of isolationist zeal).


2. Institute Remnant – “Synthetic Genesis”

  • Goal: Merge Hades-9 with synthetic organics to end human mortality.

  • Quests:

    • Hybrid Prototype C1 – Assist in grafting translucent tissue onto a Gen-3 Synth.

    • Shadow Mind – Upload consciousness data into bio-gel cores.

  • Reward: Bio-Core Implant System – adaptive stat growth based on radiation exposure.


3. Children of the Translucent Dawn – “The Shimmering Path”

  • Goal: Spread infection as enlightenment.

  • Quests:

    • Glow of the Prophet – Defend the “Chosen Pool” during a mass ascension ritual.

    • Voice of Light – Convert or eliminate rival priests who weaponize faith.

  • Reward: Harmonic Flesh Perk – Regenerate health when near other infected but take damage from antibiotics or RadAway.


4. Settler Coalition / Neutral Path – “Contain and Cure”

  • Goal: Preserve human life and find a vaccine.

  • Quests:

    • The Last Filter – Build mobile decontamination towers.

    • When Dust Falls – Protect refugee convoys while moral choices determine who’s quarantined.

  • Reward: Cleansed Alliance Blueprints – unlocks settlement-wide air purification, lowering environmental mutation rates.


III. Dynamic World Evolution

WeekOutcome if UncontrolledGameplay Change
1Translucents spotted near roadsRandom encounters, glowing fog
2Plants mutate, animals translucentFlora & fauna emit bioluminescence
3Settlements begin collapsingTrade halts, radiation storms intensify
4Biome transformationNew fast-travel points vanish under contamination

Players who ignore the crisis watch the map gradually fade into a shimmering green wasteland—an evolving, living reminder of their inaction.


IV. Moral Themes

  • Science vs Faith vs Survival

  • Humanity’s fear of its own evolution

  • The cost of playing god after the apocalypse


I. Cinematic & Environmental Design

1. The Breach Reveal (Intro Sequence)

  • Scene Type: Dynamic cutscene / player-controlled crawl segment.

  • Setting: Dense fog near Meridian City’s quarantine zone, camera pans through cracked earth as green auroras shimmer.

  • Sound:

    • Low droning hum, broken Geiger counters clicking in rhythm.

    • Muffled coughing and faint, distorted radio chatter: “...containment...broken...do not enter...”

  • Lighting: Flickering orange embers mixed with emerald particle haze; each step the player takes leaves a faint phosphorescent footprint.

  • Environmental Detail:

    • Wind carries spores that stick to Pip-Boy glass.

    • Cracked signage reads: “BioHazard: Red Frost Protocol Engaged.

    • Distant screams echo through a metallic reverb tunnel — alluding to living air ducts below.


2. The Facility Interior (Gameplay Zone A)

  • Design Language: A blend of brutalist architecture and decayed biotech — bone-white walls overtaken by glowing vascular growths.

  • FX Highlights:

    • Pulsating organic matter that reacts to proximity (uses shader displacement).

    • Light shafts from ceiling vents that refract through airborne spores.

    • Liquid soundscape — gurgles, heartbeats, distant alarms.

  • Interactive Elements:

    • Sealed cryo chambers containing distorted silhouettes.

    • Security drones repurposed by the cult — painted with spirals and “light glyphs.”

    • Contaminant pools that distort reflections, used for hallucination cut-ins.


3. The Shimmering Path Temple (Cult Zone)

  • Visual Palette: Muted whites and golds, sharp contrast with bloodlike crimson banners.

  • Lighting: Moving light bands that mimic bioluminescent veins, synced with ambient chants.

  • Sound Design: Layered choir tones at low pitch, mixed with mechanical breathing from cult respirators.

  • FX:

    • Particle aura follows the Prophet NPC.

    • Infected NPCs’ eyes refract light differently — subtle prism bloom.


4. The Final Decision Room (Z-13 Core)

  • Setting: Half-machine, half-organic command chamber—cables pulse like arteries.

  • Lighting: Flickers between red (destruction) and cyan (ascension) based on dialogue choices.

  • Cinematic Cue: When the player locks in the final decision, the environment visually “reacts”:

    • Containment: Temperature drop, frost bloom over the lens, sound dampens.

    • Exploitation: Lights flare; holographic data tendrils burst outward.

    • Transcendence: Spores rise in slow motion; the camera lens fractures into glowing webbing.


💬 II. Dialogue & Quest Script Excerpts

1. Brotherhood of Steel – Paladin Graves

Graves: "This plague doesn’t cure the wasteland — it consumes it. I’ve seen brothers melt into glass statues before my eyes. Tell me, Courier — are you ready to burn what’s left of paradise?" Player Responses: [1] "I’ll help you cleanse it. It’s the only way." [2] "No, Graves. You’re not purging — you’re erasing what we could learn." [3] "You call this paradise? Maybe it’s evolution knocking."
  • Branch Effects:

    • (1) unlocks Operation Sterile Dawn

    • (2) angers Graves; he warns “Steel remembers defiance.”

    • (3) flags player as “Hades Sympathizer,” unlocking cult infiltration dialogue.


2. Dr. Rina Kells (Scientist / Neutral Path)

Kells: "Every virus wants to live. Hades-9 isn’t evil — it’s instinct. But instinct unchecked… becomes extinction." Player: [1] "We can control it. We have to try." [2] "No. It dies here with its makers." [3] "Maybe extinction is overdue."
  • Each answer alters her tone and the ending logs:

    • (1) She aids you in crafting the Stabilizer Serum.

    • (2) She resigns, citing “scientific cowardice disguised as morality.”

    • (3) She uploads your DNA to the facility’s network, marking you as “Subject X.”


3. The Prophet of the Translucent Dawn

Prophet: "Do you see it, Wanderer? The light beneath the skin — the truth that hums in marrow. Join us. Shed your rotting veil." Player: [1] "Your god’s a parasite wrapped in poetry." [2] "Show me the ritual." [3] "I already hear the hum."
  • (2) begins The Glow of the Prophet mission; ritual animation triggers particle bloom around the player’s hands.

  • (3) triggers partial infection visuals and changes ambient whispers in player’s audio loop.


4. Institute Remnant – Unit R-42

R-42: "Hades-9 corrects the human flaw — death. Flesh and code are kin under the right voltage." Player: [1] "You’re no savior. Just a scientist with a god complex." [2] "Then let’s rewrite evolution together." [3] "What happens if it infects a synth already tied to a human mind?"
  • (2) grants access to Bio-Core Implant System.

  • (3) unlocks experimental dialogue revealing the “Hybrid Prototype C1” side mission.


🌌 III. Dynamic FX & Gameplay Layer

EventVisual CueGameplay Impact
Low Infection ExposureSlight glow around veins during VATS slow-mo+1 Perception
Moderate ExposureFlicker effect on HUD, faint whispersTemporary +10% Melee damage
High ExposurePlayer reflection distorts; hallucinations appearPermanent mutation path unlocked
Full Infection (Transcendence)Spores trail from footsteps, green auroras intensify globallyNPCs treat player as mythic being, settlements destabilize

🎥 IV. Cinematic Endings

1. Containment (The Frozen Tomb)

Camera pulls back from Z-13 as cryo-frost envelops the complex.
Dr. Kells’ voice echoes:

“One day, someone will dig it up again. And I pray they’re smarter than us.”
Final shot: spores drifting upward into the troposphere.


2. Exploitation (Genesis Protocol)

The camera pans over an Institute lab: glowing synths with translucent skin train in formation.
R-42 says:

“Immortality was never supposed to be clean.”
A small child synth breathes — their eyes flicker green.


3. Transcendence (The Light Beyond Flesh)

The player stands atop a spire of pulsating crystal as infected masses kneel below.
Prophet (voice-over):

“You feared infection. You forgot—it’s only evolution’s first breath.”
Fade to white; credits roll with faint heartbeat and hum.


 

I. Companion Tie-Ins & Alternate Infection Arcs

1. Companion System Integration

Each follower can be dynamically affected by exposure, belief, or moral drift. The system tracks Exposure, Ideology, and Mutation Affinity to unlock new quests and visual changes.

CompanionPersonalityInfection PathKey Outcome
Marshal Deacon (NCR Outrider)Cynical lawman, bound by dutyResisterBecomes hardened and distrustful; may execute the player if Transcendence path chosen.
Dr. Rina Kells (Vault Biochemist)Rational, morally conflictedBalancerSynthesizes a temporary serum; dies or ascends based on player’s final choice.
“Glow” — Ex-Cultist ScoutZealot seeking forgivenessSympathizerCan relapse mid-mission; either betrays or sacrifices self to shield the player.
Unit C-7 (Rogue Synth)Curious, self-awareHybridInfection merges with circuitry; gains psychic echo dialogue across radios.
Hound Zero (Mutant Dog)Loyal to player DNAAdaptive CarrierGlows under full moonlight; gives +10 Perception when nearby, but spreads low-level contamination in settlements.

2. Follower Reactions & Evolving Dialogue

  • Companions comment on symptoms: coughing, glowing veins, or hallucinations.

  • As exposure rises, they interject during quests (voice-over cut-ins).

  • Followers with opposing ideologies may abandon or challenge the player.

  • Fully infected followers join the Translucent Dawn, transforming into minibosses if betrayed.

Sample Scene:

Kells: "You’re glowing again. Not metaphorically." Player: "I’m fine." Kells: "No one who says that under a Geiger counter ever is."

3. Companion Side-Quests

a. Deacon – “Smoke over Meridian”

  • Hunt down deserters who torched a Brotherhood convoy.

  • Choice: deliver them to Graves (Brotherhood) or release them to the Cult.

  • Result: loyalty shift toward Order or Chaos.

b. Kells – “Fragments of the Genome”

  • Collect bio-data from infected wildlife; research at decommissioned Vault Clinic.

  • Ends with discovery that Vault experiments created Hades-9 decades before the War.

c. Glow – “The Ashen Choir”

  • Confront her former cult’s fanatic Prophet-Heir.

  • Dialogue determines whether she achieves redemption or evolves willingly.

d. Unit C-7 – “Signal Refrain”

  • Retrieve scattered memories encoded in old radio satellites.

  • Completing all data nodes allows C-7 to transmit “Synthetic Dawn,” awakening infected synth clusters.

e. Hound Zero – “The Howl Protocol”

  • Player tracks Hound’s growing aggression; infected blood transforms it into a spectral guardian during high radiation storms.


4. Player Bonding System

Bond values unlock unique tag-team attacks and cinematic interactions.

  • High Bond + High Exposure = fusion mutations (e.g., player and C-7 share senses).

  • Low Bond + Exposure = paranoia cutscenes, betrayal attempts, or assassination events.


🌍 II. World-State Simulation Sheets

The Hades-9 ecosystem functions as a living simulation, updating every in-game day.

1. Core Variables

VariableDescriptionEffect Range
Airborne Spore Index (ASI)Global infection densityAlters sky color, fog, wildlife spawn
Settlement Purity Level (SPL)Average cleanliness score (0–100)Affects morale, trade, and disease rate
Faction Territory Balance (FTB)Infection vs control ratioDetermines who dominates each region
Mutation Frequency (MF)Probability of mutant wildlife eventsIncreases during acid rain or aurora nights
Faith Influence (FI)Spread of cult ideologyImpacts dialogue tone and random encounters

2. Settlement Simulation Cycle

Every 48 hours:

  • Trade routes check SPL and FTB.

  • If SPL < 50 → “Spore Outbreak” event (5–10 citizens mutate).

  • Player’s presence and gear reduce or accelerate spread.

Settlement Types Affected:

RegionBase RiskMutation Outcome
Meridian OutskirtsHighNPCs develop “glow eyes,” fear stat increase
Vault-Town 76BMediumScientists develop counter-serum branch
Ashfield FarmsteadsLowCrops mutate into bioluminescent produce
Brotherhood Citadel OutpostVariableArmor filters degrade → new missions for repairs

3. Weather and Visual Shifts

  • Green Aurora Phase (I–V) — marks infection density.

    • Phase I: thin rays in sky (no effects)

    • Phase III: glowing rain causes acidic damage over time

    • Phase V: sky cracks with lightning, spawn “Translucent Beasts”

  • Ambient Sound System: more voices and echoes as FI rises; low humming replaces crickets at night.

  • Plant Behavior: glow intensity reflects ASI value (used for player’s navigation).


4. Trade and Economy Simulation

  • Radiant Supply Scripts: traders may refuse routes through infected zones unless player escorts them.

  • Unique Merchants:

    • Bio-Smuggler Kurtz – sells Hades-based chem mods.

    • Healer Tara Nyx – offers herbal detox kits; dies if infection reaches Phase IV.

  • Player Impact: Restoring trade increases Purity Level and unlocks new dialogues with merchants who once fled.


5. Dynamic AI Behavior

Infection LevelNPC ReactionCombat Change
LowCuriosity and fearWill help player but flee if coughing begins
MediumPanic, lootingRandom friendly fire incidents
HighWorship or insanityNPCs attack non-infected on sight
CriticalHive-mind link eventsAllied AI temporarily controlled by infection network

6. Settlement Defense Mini-Simulation

  • Player can build Containment Fences, Air Purifiers, and Bio-Towers.

  • Upkeep cost draws from settlement resources or caps pool.

  • High maintenance yields “Clean Zone” status → rare merchants and refugee influx.


7. Endgame World-State Branches

Player PathGlobal ResultNPC BehaviorMap Change
ContainmentInfection halted by Week 5Survivors rebuildSky returns blue gradient
ExploitationControlled strain circulates through synth and mutant communitiesHybrid cities formNight sky permanently green-hued
TranscendenceFull biological conversionInfected empires riseTerrain glows and mutates over time; music replaced by hive harmonics


World Event Scripting

1) Global Simulation Tick (GST)

Cadence: every in-game 6 hours
Inputs: ASI (Airborne Spore Index 0–100), FI (Faith Influence 0–100), WeatherPhase (Clear/Storm/Aurora I–V), RegionRisk (Low/Med/High), SPL (Settlement Purity Level 0–100)
Outputs: region events, faction moves, ambient FX, encounter table weights.

Pseudocode

GST: for region in Regions: base = region.baseRisk # Low/Med/High → numeric 0.5/1.0/1.5 hazard = f(ASI, WeatherPhase) # scales 0..2 ideology = g(FI, region) # cult pressure 0..1 purity = clamp(1 - region.SPL/100, 0,1) # dirtier = higher value # Infection pressure drives what spawns and which events fire pressure = (0.6*base) + (0.8*hazard) + (0.6*purity) + (0.4*ideology) if pressure > 2.2: queue(Event: "SporeOutbreak", region) if hazard >= 1.2 and WeatherPhase >= "Aurora III": queue(Event: "AcidicRain", region) if FI > 65: queue(Event: "CultProcession", region) if region.isTradeHub and SPL < 55: queue(Event: "TraderStrike", region) # Slow global drifts ASI += worldDeltaASI(WeatherPhase, activeSeals, playerActions) FI += rumorDrift(playerChoices, broadcastFlags)

2) Event Templates

A) SporeOutbreak

  • Trigger: pressure > 2.2 AND SPL < 50

  • Stages: Warn → Quarantine → Breach → Aftermath

  • Failure Condition: player absent OR purifier power < 30%

  • Rewards: Purity +10 if contained; otherwise Settler loss, FI +5

Flow

[Warn] TownCrier VO + coughing SFX ↓ (player starts task within 2h?) [Quarantine] NPCs path to safehouse; guards erect barricades ↓ (player delivers filters / seals vents?) [Breach] Random NPC mutates; Translucents spawn waves (23) ↓ [Aftermath] Outcome logs, SPL adjusts, memorial markers placed

Scripting Hooks

{ "onStart": ["PlayVO('OutbreakWarn')","SetMapMarker('QuarantineLine')"], "objectives": [ {"type":"deliver","target":"FilterCrates","qty":3,"timer":7200}, {"type":"activate","target":"AirVents","count":4} ], "onSuccess": ["AdjustSPL(+10)","AdjustFI(-3)","GrantItem('CleansedVoucher')"], "onFail": ["SpawnWave('TranslucentPack',3)","AdjustSPL(-12)","AdjustFI(+5)"] }

B) CultProcession

  • Trigger: FI > 65 OR player’s cult reputation ≥ Friendly

  • Encounter: parade + recruitment; can turn violent if BoS patrol intersects

  • Branches: Blessing (buff), Indoctrination (quest hook), Riot (combat)

Flow

Procession enters → sermon → player choice: [Kneel] gain temporary regen; FI +3 regional [Disperse] speech check; if fail → Riot [Shadow] tail to hidden shrine → unlock “Glow of the Prophet” ritual

C) Bio-Containment Drill (Proactive Defense)

  • Trigger: Player spends resources to schedule a drill; cooldown 7 days

  • Effect: Raises SPL +8 on success, teaches settlers “mask-up” routine

  • Mini-Game: Quick-time seal checks on doors/vents; escort purifier tech


D) Aurora Storm

  • Trigger: WeatherPhase >= Aurora III

  • World FX: bioluminescent rain, visibility ↓, ambient hum ↑

  • Gameplay: wildlife mutate rolls increase; Translucent Beasts can spawn

  • Settlement Risk: fences degrade 5–15% integrity unless maintained


E) TraderStrike

  • Trigger: isTradeHub && SPL < 55

  • Outcome: caravan visits pause; economy prices +20% until fixed

  • Resolution: escort caravans twice OR boost SPL above 60


3) Regional Encounter Tables (weighted by pressure)

Meridian Outskirts (High Risk)

pressure <1.0 : Scav raiders (40), Glow critters (30), BoS patrol (30) 1.02.2 : Translucent pack (40), Cult missionaires (30), BoS vs Cult skirmish (30) >2.2 : Outbreak spill (40), Translucent Beast (30), Prophet Heir patrol (30)

Ashfield Farmsteads (Low Risk)

<1.0 : Farmers + biolume crops (60), traders (40) 1.02.2 : Sick livestock event (50), cult recruiter (25), guard drill (25) >2.2 : Evac convoy (40), outbreak (30), feral morph herd (30)

AI State Machine Diagrams

Below are compact, implementable FSMs (with blackboard variables). Use for NPC archetypes: Settler, Guard, Cult Zealot, Translucent, Brotherhood Paladin, Hybrid Synth.

1) Settler FSM (Outbreak-Aware Civilian)

Blackboard: fear, trustPlayer, maskEquipped, infectionStage (0–3), hasHome, sawMutation

States & Transitions

IDLE ├─(OutbreakWarn)→ ALERT ├─(fear>0.6 or sawMutation)→ FLEE └─(playerHelp && trustPlayer>0.6)→ ASSIST ALERT ├─(maskEquipped=false && nearMaskCrate)→ EQUIP_MASK ├─(QuarantineActive)→ SEEK_SHELTER └─(threatCleared)→ IDLE EQUIP_MASK → ALERT SEEK_SHELTER ├─(shelterFull)→ PANIC ├─(playerEscort)→ SHELTERED └─(attacked)→ FLEE FLEE ├─(cornered)→ COWER └─(safeZoneReached)→ IDLE ASSIST ├─(playerObjective='carry_crate')→ CARRY └─(playerObjective='repair')→ HAND_TOOLS CARRY/HAND_TOOLS → ALERT PANIC → FLEE COWER → (guardClear)→ IDLE SHELTERED ├─(infectionStage++ if exposed) └─(AllClear)→ IDLE

Notes:

  • Voice barks keyed to fear bands.

  • Trust rises if player gives masks/food; falls if player sides with cult.


2) Guard FSM (Town Militia)

Blackboard: morale, ammo, maskIntegrity, order (Hold/Escort/Purge)

POST ├─(OutbreakWarn)→ RALLY_LINE ├─(FI>70 && cultMassNear)→ DISPERSE_CROWD └─(lowMorale & heavyThreat)→ DESERT (rare) RALLY_LINE ├─(order=Escort)→ ESCORT_CONVOY ├─(breachDetected)→ HOLD_BARRICADE └─(playerCommand)→ FOLLOW_PLAYER HOLD_BARRICADE ├─(maskIntegrity<30)→ SWAP_FILTER ├─(ammo<15%)→ RESUPPLY ├─(lineBroken)→ FALLBACK └─(threatCleared)→ POST ESCORT_CONVOY ├─(ambush)→ FORM_SHIELD └─(arrival)→ POST

3) Cult Zealot FSM

Blackboard: fervor, target (NPC/Player), ritualSiteKnown, convertCooldown

PROCESSION ├─(playerNear & convertCooldown=0)→ SERMON ├─(attacked)→ SWARM └─(BoSNear)→ STANDOFF SERMON ├─(playerKneels)→ BLESS ├─(playerResists)→ INCITE └─(successConvert)→ ESCORT_TO_SHRINE STANDOFF ├─(BoSOpensFire)→ SWARM └─(BoSWithdraws)→ PROCESSION SWARM ├─(hp<30%)→ WITHDRAW_TO_SHRINE └─(win)→ PROCESSION

4) Translucent (Infected Pack AI)

Blackboard: hiveLink, scentLockOn, lightAttraction, packAlphaAlive

PROWL (stealth, circle) ├─(scentLockOn)→ STALK ├─(lightAttraction>0.7)→ INVESTIGATE_LIGHT └─(alphaSignal)→ RALLY STALK ├─(ambushReady)→ POUNCE ├─(alertedByGunfire)→ FRAGMENT (split flanks) └─(targetLost)→ PROWL POUNCE ├─(targetDown)→ FEED ├─(heavyResistance)→ SCATTER └─(alphaDead)→ FRENZY (reckless rush) FEED → PROWL SCATTER → PROWL FRENZY → STALK INVESTIGATE_LIGHT → STALK

Pack Traits:

  • HiveLink boosts coordination; if jammed (player tech), transitions bias to SCATTER.

  • LightAttraction increases during Aurora phases (ambush near lights).


5) Brotherhood Paladin FSM

Blackboard: ROE (Capture/Neutralize/Incinerate), civilianPresence, threatLevel, playerReputation

PATROL ├─(playerReputation< -40)→ CHALLENGE_PLAYER ├─(OutbreakWarn)→ CORDON └─(FI>70)→ RAID_SHRINE CORDON ├─(civilianPresenceHigh)→ EVAC_ORDER ├─(threatLevel>2)→ FIREBREAK (flamers + purifiers) └─(playerIntercedes)→ NEGOTIATE NEGOTIATE ├─(speechSuccess)→ DELAY_ACTION └─(fail)→ EXECUTE_ROE EXECUTE_ROE ├─(ROE=Capture)→ TAG_TARGETS (non-lethal) ├─(ROE=Neutralize)→ ENGAGE └─(ROE=Incinerate)→ FIRESTORM

6) Hybrid Synth (R-42 Line) FSM

Blackboard: bioCharge (0–100), protocol (Study/Guard/Hunt), latency, playerSympathy

OBSERVE ├─(protocol=Guard && threat) DEFEND ├─(protocol=Hunt && scent) HUNT ├─(bioCharge>70) ADAPT (mutate loadout) └─(playerSympathy>60) PARLEY HUNT ├─(targetInSight) DISRUPT (EMP spores) ├─(bioCharge<20) WITHDRAW (recharge) └─(jammed) ADAPT PARLEY ├─(player hostile) DEFEND └─(deal struck) ESCORT / SHARE_DATA

Ambient & Dialogue Trigger Graph

Global Dialogue Bus (for systemic VO without quest ownership):

Event: OutbreakWarn → TownCrier VO set A Event: Quarantine → Guard bark set B; Settler panic set C Event: Aurora III+ → Humming loop; hallucination whispers (player exposure gated) Event: CultProcession → Prophet sermon lines; crowd call-and-response Event: TraderStrike → Merchant complaint lines; price hike notification

Priority: Player quest VO > Scene VO > Ambient VO > Fallback barks
Cooldowns: prevent spam (e.g., Prophet sermon repeats after 12h)


Encounter Orchestrator (EO)

Central controller that blends GST outputs with FSM spawns.

Rules

  1. No Collision of Major Beats: If SporeOutbreak active in region, suppress CultProcession unless FI>80 (forces chaotic overlap event “Riot at the Line”).

  2. Faction Counter-Moves: When CultProcession happens in a BoS zone, enqueue Paladin Cordon 10–20 min later.

  3. Player Levers:

    • Placing Bio-Towers reduces outbreak chance (pressure −0.5).

    • Jamming HiveLink lowers Translucent pack coordination for 12 min.

    • Broadcasting Public Service Messages reduces FI growth by 2/day.

Debug Console (Designers)

/set ASI 72 /set FI 40 /force_event SporeOutbreak Meridian_Outskirts /toggle_hivelink_jam true

Test Scenarios (Playbook)

  1. Clean Hold: SPL=70, ASI=35, Aurora I → Expect low encounters, traders resume.

  2. Red Night: SPL=40, ASI=80, Aurora IV → Outbreak + Beast spawn, Guard FALLBACK triggers.

  3. Holy Riot: FI=85, BoS patrol present → Procession collides into Standoff → choose Disperse/Kneel.

  4. Hybrid Hunt: Protocol=Hunt, player exposure high → Synth uses EMP spores; adapts if jammed.

  5. Player Jammer: Activate HiveLink Jammer during pack attack → observe SCATTER transition.


Implementation Notes

  • Data-Driven Tables: keep event thresholds, weights, and FSM transition odds in tunable JSON/DT assets.

  • Save/Load: snapshot global vars (ASI/FI/SPL/WeatherPhase) and per-region event cooldowns.

  • Accessibility: color-agnostic aurora cues (add audio hum tiers I–V); subtitle tags for ambient whispers.

  • Performance: spawn caps per region; use proxy actors for large processions until player proximity.


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