Fallout random encounters

Generic encounters
The following system is used to determine generic random encounters on the world map.

Table selection
First, the game identifies which tile or map cell the player is located in. The location determines:


 * 1) the terrain type and the script the game executes (RNDDESRT, RNDCITY, RNDMNTN, RNDCOAST),
 * 2) which table is used, according to , using the following table; note that Coast and City terrain have only a single encounter table.

For reference, the letter and digit codes used to select encounter tables listed below have been included in the map to the right. A separate image, showing the specific cells affected as colored areas is included below.

Encounter rolling
Next, the game calculates the actual encounter using the values from the lower table. These are percentile chances for an encounter of a given type.

Generally speaking, encounters with numbers closer to 1 are considered worse (may include difficult combat encounters or bad happenings, such as dehydration), while encounters with numbers closer to 6 are better (free items or special NPC encounters).

Some perks may modify the odds, reducing the occurrence of bad encounters and increasing the incidence of good ones.

Encounter tables
All encounter tables are specified by scripts (see here for script dumps). Each script also includes two universal checks: Bounty hunters and the Mysterious Stranger. Note that all cap spawns are tripled with Fortune Finder and ammo is doubled with Scrounger.


 * Bounty hunters begin to spawn if the player character is a confirmed Childkiller (killed 2 or more children). Chris Avellone and his entourage will hunt the player character down to collect the 1500 cap bounty. He's armed with an assault rifle, spare 5mm AP ammo, wears combat armor, carries a super stimpak and 5-30 caps (tripled with Fortune Finder). He's accompanied by three henchmen wearing metal armor and equipped with:
 * a spear and with 5-30 caps
 * a sniper rifle, three packs of .223 ammo, two explosive rockets, and 5-40 caps
 * a Desert Eagle, 5-30 caps, and flamethrower fuel
 * Mysterious Stranger will spawn after the appropriate perk has been chosen, as long as he isn't killed in an encounter. The Stranger will carry various loadouts:
 * a ripper, two stimpaks, and 7-30 caps at the coast,
 * a brass knuckles, a frag grenade, a stimpak, and 7-30 caps in cities,
 * a spear, two stimpaks, and 7-30 caps in the desert,
 * a spear, two stimpaks, a set of Cathedral robes, and 7-30 caps in the mountains.

Mountain, Vault
Despite the name, this encounter table is used in many places, including the mountains around Mariposa Military Base, around Vault 13, three mountain squares adjacent to the Raiders camp tile, one mountain square adjacent to the Junktown tile (top left), mountains near Adytum, and the mountains adjacent to The Glow. It's essentially the default mountain encounter map.

Herdsman


The Vault Dweller may come across a herd of four to six brahmin and a herdsman.

This herdsman has nothing and says nothing. Just leave this location.

Hub Patrol


The Vault Dweller can meet a group of Hub policemen when traveling around the Hub.

They don't speak or trade with the player character.

Junktown Scouts


The Vault Dweller can meet a group of men in leather armor when traveling around Junktown. They can mark Junktown on the map if the Vault Dweller asks for the nearest town.

Supermutant Patrol


The Vault Dweller can meet a group of 3 to 6 super mutants around Mariposa. They may be accompanied by a floater or a centaur.

Patrol members come armed with flamers and miniguns. They usually fire on sight, and can easily take out companions and a low level Vault Dweller.

Patrick, the Celt


The Vault Dweller may stumble onto a lonely man named Patrick in the desert who can be asked to sing "Na Gheala Mbeadh" if a Speech check is passed. Listening to the song increases Charisma by one point. Patrick can be met again, but he will not sing the song anymore.

Raiders


The Vault Dweller may encounter a group of raiders wandering the wastes. They number from three to five, can be male or female, and are immediately hostile.

Centaur
The Vault Dweller can come across a mutated creature known as a centaur. It may not be hostile. The speak option appears, but the creature says nothing.

Floater
When traveling near The Glow, the Vault Dweller may encounter a floater. They are hostile, but are normally alone.

Ragged Peasant
When traveling near the Hub, the Vault Dweller may run into a panicked peasant, who is actually a caravan guard. He can be spoken to, and will speak of a creature with "Huge horns, sick red skin, like something out of a story about demons" that ripped his comrades apart. The Vault Dweller can continue to speak to him, but there is no action to be taken.

Brotherhood of Steel Patrol
Traveling near Lost Hills, the Vault Dweller may encounter a Brotherhood patrol. If spoken to, the leader will question the player character about their reason to be there. Answering to be none of his business will turn everyone hostile. They can also say they will only speak with the High Elder, or that they are searching for the mutant source, to which the leader will say to hurry.

Brotherhood of Steel vs Desert Raiders
The Vault Dweller may encounter a group of Brotherhood of Steel soldiers fighting a group of desert raiders.

Raiders Attacking Wastelanders
When in a coast location, the Vault Dweller may encounter some wastelanders being attacked by raiders and screaming for help, which if granted, they will be awarded by the group's thanks and some bottle caps.

Dead corpse, debris, environmental hazards, dehydration
The Vault Dweller may encounter or experience:
 * A dead corpse, which may have loot. May also be surrounded by rocks.
 * Debris
 * Environmental hazard, which does not cause any damage but stops the player character's overworld map movement.
 * Dehydration, which cause some damage. Avoidable by having a water flask in the inventory.

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