[MODDING] Culture of Random Player Naming

Issue #826 resolved
Armithaig created an issue
Problem

Currently player names in character creation’re generated with GenerateRandomPlayerName(), falling back to mutant names if it doesn’t match any known True Kin subtypes.

This doesn’t fit particularly well with Genotype/Subtype mods with their own naming cultures.

Proposals

Simple solution’s to just read the HeroName tags from the body object which’s well in hand by the time a name needs generating. Since a body object can be defined for both genotypes and subtypes this would work for most use cases.

Although in addition’d be nice to have a code option solely for hero name generation in general, the old builders for Snapjaws and Goatfolk have the advantage over tags of tying gameplay effects to hero names. This class could be referred to in blueprints with a tag like “HeroNameBuilder” and in both genotypes and subtypes as a simple attribute of each. Both Mutants and True Kin’re able to keep their Humanoid body object unchanged with this option.

Comments (3)

  1. Armithaig reporter

    5 bonus points available for making companion renaming with your own culture respect this.

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