The Sum Complete

Discussion in 'Fallout Tactics Modding' started by nadeauhugo, Sep 2, 2015.

  1. nadeauhugo

    nadeauhugo Author of FOT mod THE SUM Modder

    Mar 9, 2014
    Of course just take it! The only thing missing in this hack I think is the sniper perk that is not fixed. But I never really cared much for it. I suggest also that you program your soundtrack to have some variations or a silent time between the play, it can get annoying... I'll do that when I'll get some time..
     
  2. Reinar

    Reinar First time out of the vault

    Oct 23, 2011
    Thanks. Most locations in my campaign have a looping music track with random ambient sounds. I believe it will be enough and that it won't get too annoying, but I'll see once I get to play some longer part of the campaign. I am just playtesting newly added features for now.
     
  3. nadeauhugo

    nadeauhugo Author of FOT mod THE SUM Modder

    Mar 9, 2014
    He man happy that you are here and active, that really is becoming something rare around here!! Yeah great strategy with the random ambient sounds, it really is the way to add some variety in the whole thing! It's been a while already since I worked on my mod I really really look forward to go back to it! You reminds me that haha! I was so occupied, also in a music/performance/game show using The Sum Mod, that I didn't had time since at least a month or two!

    He if you have a video of your new features being tested, go ahead that would be cool to see!
     
  4. Reinar

    Reinar First time out of the vault

    Oct 23, 2011
    I wasn't working with FT for months (or rather weeks) either :) That's the problem with me, when I get creative, I can work on something nonstop for two weeks or a month, but then I get to a longer phase of exhaustion or something like that.
    Right now, I am working on quests, dialogues and NPCs to populate maps I have. I am thinking of crossing out most dialogue trees and making it less complex for the sake of finishing it in this decade. I also wanted the game to be finishable without a single kill, but I guess that would need complex dialogues to be fun, so I'll cross this out as well.
    Anyway, nothing to show for now, except maybe the maps themselves, which look pretty good imo.
     
  5. nadeauhugo

    nadeauhugo Author of FOT mod THE SUM Modder

    Mar 9, 2014
    Hehe I guess it doesn't matter in a way that you need to take off some features at the end. Everybody do that and the way I am seeing it, it only means that you chose which thing was the most important and let go the rest. We can't revolutionize everything hehe!!!!! As you know I myself let go for now all possible dialog trees, focussing more on the character skills and traits to trigger special dialogues, which finally I realize now is also a big task to implement haha!

    Don't loose hope and patience in making your mod. Exhaustion or void periods do not count at all, it is more a kind of marathon thing to follow! You'll get to it sooner or later and I'll be that to contemplate the results, you can be sure of it!!! :D
     
  6. Reinar

    Reinar First time out of the vault

    Oct 23, 2011
    I found out your BOS.exe makes all my triggers working with player's tag to stop working :( No more player character speech, no more skill checks (I want companions, so the conditions have to be unit- and not player-targeted). So I was forced to return back to the vanilla .exe, because the mod is all about using this feature. It will be the first campaign where your character talks, although only sometimes and not really significantly, as I don't want to force a personality on the PC.
     
  7. nadeauhugo

    nadeauhugo Author of FOT mod THE SUM Modder

    Mar 9, 2014
    Hi people!

    Happy to announce that my first version of The Sum is finally released under the version 1.4 at Moddb : http://www.moddb.com/mods/thesum. I added SO MANY things since the last demo version, that is a totally new thing. Now you can explore any map and you'll get your hands on something. There are also many new dangers and environment dangers as well. I also added in-game videos with introduction videos too. Come and see!
     
  8. nadeauhugo

    nadeauhugo Author of FOT mod THE SUM Modder

    Mar 9, 2014
    Oh I didn't see this Reinar. I think you should make your own BOS.exe file with the hack you need for your own mod. See this topic to have an idea what to do... I did it without knowledge on how to hack a .exe so you will certainly be able to do that too. : http://www.nma-fallout.com/threads/list-of-hex-based-fixes-changes-in-bos-exe-file.202858/
     
  9. Reinar

    Reinar First time out of the vault

    Oct 23, 2011
    Thanks. The "don't erase tag names" fix didn't work for me (again), but that music loop fix is fuckin' brilliant.
     
  10. nadeauhugo

    nadeauhugo Author of FOT mod THE SUM Modder

    Mar 9, 2014
    Maybe it's just the way you use it? I know it didn't worked for me for all custom characters, so I had to remove that feature in my mod. It must be because the only way to asign the tagname properly to be able to keep it always is to assign it in the entity directly...
     
  11. AbullSinCara

    AbullSinCara Modder&Mapper

    Jul 2, 2012
    Now this is a mod, it's a revamp of FOT. You've used some of my free maps in the mod, I think.

    I've seen the trailer, I like at 0:05 how you made the troopers to move in swarm like they were marching or something. I was going to use that in FOT:LLTK. Also the gui modification.
     
  12. nadeauhugo

    nadeauhugo Author of FOT mod THE SUM Modder

    Mar 9, 2014
    He Hi!

    Yeah the change from the original game is big. I used some of your maps that is certain, I remember, modified them a bit, and I probably used (at first) about every damn map I was able to get my hands on... Ha! That was NOT a good idea, because it gets confusing and it is SO MUCH WORK. But now I am confortable with the game, it is just pleasure working on it.

    As for the troopers, In fact they start in this position and as the player group has to come from one entrance only, the troopers will always walk that way and keep their position in the line. I wanted them to act like robots. If you start fighting, they will move around eventually. I did that also to give the player the chance to throw grenades at the group, which gets reaaaallly effective. I know there is a way to assign a player to "group move", but the only thing it does in my opinion is to send all units to the same waypoint, then all together to another waypoint, etc. Then if you assign random waypoints, "group move", they will always stay together instead of spreading in the map.

    That's it, keep up on your work that's great!