adding objects to editor quickly

Zorchar

Look, Ma! Two Heads!
Hi.

Is there a way to add multiple, pre made objects, such as the ones uploaded in this forum, to the BIS editor without having to add them one by one using BIS or F2Wedit?

More specifically, I downloaded all the awesome viable animation links from X'is's thread http://www.nma-fallout.com/threads/new-animations-2.188707/ [Thank you , X'is] and I would like to add all of these as FAST as possible (not to be confused with ASAP, which may contain hard work:))
 
Well, hard works is what you need to do then. I don't get this "adding them to the BIS" thing though. If you want critter protos to use the new FRM critter sprites you need to edit the protos or create new ones. If it's FRM files that just add extra animations to existing critter art in your game just make sure they're named correctly before putting them in the critter art folder.

You also need to use the mapper if you want to add the new critters with custom art, obviously. And modifying existing protos with new art (not extra animations) requires deleting the existing critter in the map and putting them back again for the new art to take effect, otherwise they'll keep using the old FRM set.

If adding new FRM critter sprites is what you do, you need to update the critter art text file. Otherwise the proto editor won't show the new art you inserted.

I hope this explained things for you but honestly your post is kinds vague as to what it is you're actually trying to do.
 
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Thx for replying.

You did help clarify some things. Sorry for being so vague, I'm hampered by ignorance. I will start over with an updated question.

I have a few proto files, of the type "items", along with the necessary frm's for inventory and ground look.
I can rename those to fit my current protos, for example 00000970.pro-00000980.pro, add them to my proto folder and .lst, and the editors will see them and save their stats. My problem is with getting the FRMs and item description to fit.
Example: I took the pro 00000767.pro from the Fallout of Nevada proto folder. Lets say it was some kind of mega- fist cuz I can't remember. Renamed it 00000670.pro and add to proto\items and to the .lst.
I then added the inventory FRM that suppose to be associated, and put that in art\inven folder and changed .lst.
Then, using F2Wedit, I noticed that the new proto is in the right place, and with right stats, but has the wrong inventory FRM. As I am writing, I did find the pro_item.ini file that's responsible for item name and description. So I only need to know which file, or how exactly the inventory FRMs are connected to the proto file.
 
I think I understand what you want. The way protos read FRM sets is not by the proto being attached to a certain FRM but each proto file has an FRM attached to it based on its order in the critter art .lst text file. What's happening is that the proto you imported from that mod uses an FRM set that's different in the vanilla game's .lst critter art text file. Just use the editor to change it to the FRM you want which you would have to add if it's a custom one.

The item names and descriptions on the other hand are kept separate. Go to Data>Text>English>Game and you will find a few text files. Open up "pro_item.msg" with the notepad and look for the proto you replaced. If this file doesn't exist extract it from the master.dat (you can find an extractor in the database I think). Change the item name and description to whatever you want. Don't mess with the brackets "{ }" or the numbers. You'll mess everything up if you do.

But honestly, it'd be easier if you just created a new item proto, used the custom FRMs you add to the art folder and .lst file and then add the item name/description to the pro_item.msg to match the proto item order.

It's much simpler to add than to replace.
 
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Thank you. That's good info. I guess your'e right about it being simpler just to add new protos.

Just out of curiosity though, in F2Wedit: the weight of certain items is x while in the original game the weight is x+1 and in Megamod even x+2(tested on gauss rifle). Care to explain:)?
 
Just out of curiosity though, in F2Wedit: the weight of certain items is x while in the original game the weight is x+1 and in Megamod even x+2(tested on gauss rifle). Care to explain:)?

No idea. :dance:
 
I just add new protos directly in the mapper. Never used an extra tool for that.
 
I just add new protos directly in the mapper. Never used an extra tool for that.

Probably because you don't leech as much content as I do:P. I guess my question is only relevant because I want to merge content from different mods, so that the modded stats and description from each mod will be kept.

I am trying to gather as much extra content, so I can mod my own version of the game. Well obviously not MINE, but the mixing + some extra content will be.
Adding tons of protos manually can be a hassle, especially if you don't know exactly what those pictures mean(ie items).

Meanwhile, I managed to cut most of the work out by just renaming the protos I like to add to fit the names at the end of my .lst, adding them to the .lst, and the files themselves to the appropriate folder. That leaves you with editing name and description, and inventory frm if its a new frm(which is probably so).

About the name and description, It would not be so much time consuming to copy paste into your game\editor. You can copy paste the syntax from one pro_item.msg\ini to another, and then using a replace function(I think Microsoft Word has one, more likely I'm imagining tools) to replace the number listing by lets say x+1000 or even adding the figure 1 at the start of all numbers without using this awesome made up tool. (you will have to change the proto names accordingly).

The former two paragraphs were written for the slim chance that in twenty years, someone will want to add a bunch of content to his version of Awesomeness.

EDIT:
This is not bulletproof. I very may well be wrong(ie. It might be line number that is important and not names. IDK..)
 
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