Announcement!! + Questions!

Gimpster

First time out of the vault
EDIT:

My mod is finally done!
And I did it under a month! :D

Get it at:
http://www.filefactory.com/file/97fe28/


The credits:

Many many thanks to T-Bolt at NMA forums, He is the go-to guy on FOT modding
and he is patient enough to answer all your dumbass question about FOT modding (search first):
http://www.nma-fallout.com/forum/viewforum.php?f=19

The load screen "Rocket Girl" (wait2) was made by wooz, you can see more of his art at:
http://wooz69.com/

The load screen with the bear cavalry (wait3) was made by a really great russian artist at:
http://partizan74.nm.ru/

DaK at the NMA forums, not only did he make the RedView49_3_1 , he was also nice enough to help me learn how to use it.

Ive used almost all of the Portrait/Weapons packs hosted at NMA and JJ86s page:
http://www.nma-fallout.com/
http://jj86tutorials.stgfc.com/

Many Thanks to the following people, these are the people who have made the Weapon sprites/Portraits Ive used:
HotsalZa
m92fs
Seraglio (around 90% of the stuff Ive used was made by him, awesome!)
Red for making redviewer
Domin for making spray 1.1
JJ86 for his great site with tutorials and also the great sprites he has made:
http://jj86tutorials.stgfc.com/
GodHand:
Http://www.GodHand.net
Marvin
OnTheBounce
Retlaw for making the classic fallout weapons pack.

Many of the sprites Ive made, I used picture that I found through the google picture search, if youve
taken any of them, Ill be more than happy to give you credit for them.

I replaced many of the weapon/ammo descriptions that I thought were dumb with ones that I found
on wikipedia (Im lazy) with minor adjustments on some of them. Many thanks to the people there.








2 Questions and a sort of announcement I suppose. First the questions:

1. Can I edit the Quartermasters inventory?
Im talking about the stuff that his inventory is updated with after each mission. You know like the stuff he gets after I complete each mission? thats what I want to edit.

2. Can I edit the price he pays when he buys stuff from me? I dont really wanna change anything much, but I do want to disable whatever it is that makes him pay less and less for every one of a certain item I sell him.

For example first AK I sell him, he pays several hundred for, the 2nd one, a little less, 3rd one, even less, by the time Ive sold him 50 AKs, he pays like a dollar each for an AK. I want to get rid of that, is it possible?






Well to the "announcement":
Ive decided to mod this game alittle, to change the things I dont like about it. Initially I was gonna change the firearms (small guns/big guns) to make them totally realisitic, but then I realized that wouldnt work too well and would probably mess up the game balance too much (besides the energy weapons dont go together with super realistic weapons).

So instead Ill just make sure that the right ammo goes into the right weapons, thats one thing that bugged me alot about the game. if they were gonna skip the fallouty weapons for realistic ones, they shouldve at least gotten it right, so thats what Ill do.

Ill make a new ammunition (7.62 x 39), maybe one or 2 more, and a few new weapons, and get rid of a few WW2 weapons and thats pretty much my mod (plus the changes that the 2 questions are about). :)

All I have this far is a few ideas for weapons, and Ive read through the editor read me file once and read some threads here. Hopefully Ill learn more soon, and ask more questions (Ill search for the answer first). :D
 
Re: 2 Questions!

Gimpster said:
1. Can I edit the Quartermasters inventory?
Yep.

Gimpster said:
2. Can I edit the price he pays when he buys stuff from me? I dont really wanna change anything much, but I do want to disable whatever it is that makes him pay less and less for every one of a certain item I sell him.
Not without the source code.
 
Thank you for answering.

I have a few more questions, well actually I just read the FT-readme one more time and want to make absolutely sure I got everything right.

1. All I have to do to edit the quartermasters inventory is to edit his inventory in the campaign.txt file in the
D:\Program\14 Degrees East\Fallout Tactics\wicked\entities_0\tables folder (wicked is my campaigns folder) and then according to the FT_read me import the campaign.txt file in the campaing editor by first opening the bos.cam and choosing "import data" and opening the campaign.txt file and thats it, right?



2.In the campaign.txt file in the Quartermasters inventory bit, theres the stuff he gets after each mission, it looks something like this:

{mission01;5;entities/weapons/Pistols/berettaPistol.ent}
{mission01;1;entities/weapons/SMG/mp5Sub.ent}
{mission01;2;entities/weapons/Rifles/huntingRifle.ent}

the number right after "{mission01;" is the amount of each item he gets, apparently, but then further down he get minus amounts of stuff, as in:

{mission05;1;entities/items/drugs/afterBurner.ent}
{mission05;3;entities/items/drugs/radawayChem.ent}
{mission05;-1000;entities/weapons/Unarmed/sapGlove.ent}
{mission05;-1000;entities/weapons/Blades/combatKnife.ent}
{mission05;-1000;entities/weapons/Grenades/smokeGrenade.ent}
{mission05;-1000;entities/items/armor/bosLeather.ent}

What is that? also, is there any upper limit to the number of things he can get, that you know of?


3.The campaign.txt starts with:

// RANDOM FORCE DEFINITIONS

// Format is
// { "ForceType;align;min;max;enabled;cd_code",
// "force_entity1.ent;level;appearance chance",


Enabled, does that mean the ones that are enabled (set as true) That they are in the game? or what?

I dont think thats it since all the Beastlord groups are all set as "false":

// BeastlordWarParty - Some Beastlords and their wasps

{ "BeastWarParty02_Medium;bad;4;6;false;A",

is just one example. the reason Im asking is there are alot of exotic sounding "random forces" in the .txt that I dont remember having seen in the game, like:
RaiderMercenaries, RaiderPressGang, Merchant Citizens and so on.


4. You know how things depreciate in value, the more of each one I sell to the quartermaster? that should be true for all items, except for that BOS money, right? cause I thought maybe I can counter that by putting large amounts of cash on every mission map.


5. Is there a good sprite for the female team members?
I dont mind if "baby got back", but the females in FOT have 2 backs and 3 butts. they look like ants or wasps.

This is one grateful Munchkin :P
 
You don't have to import all the data, there's options to import just part of the file. So if you're only editing the QM List you can just import that. But that's the basics of it, though it only needs to be D:\Program\14 Degrees East\Fallout Tactics\wicked\tables.

The negative numbers in the QM's list are there to remove items since they didn't include a way of counting exactly what the player trades to the QM the negative numbers are the only way to do it.

I don't know of any upper/lower limits.

The random encounters that are enabled are the starting encounters, the others are turned on or off (for the Reavers after Newton) by triggers in the missions and bunkers. You've probably gotten the other encounters, but they all use the same entities and sprites.

Except for money (either bos or rps), probably a better way of countering the depreciation is to have more different items than 20 of the same thing. If you haven't got enough custom sprites you can always change the appearance of an item by adjusting the base colour value in the entity editor.

Sorry the only character sprites are the one's that come with the game.
 
T-Bolt said:
You don't have to import all the data, there's options to import just part of the file. So if you're only editing the QM List you can just import that. But that's the basics of it, though it only needs to be D:\Program\14 Degrees East\Fallout Tactics\wicked\tables.

That was a big piece of the puzzle, funny that none of the many many tutorials and threads I read on how to get started mentions this, I guess they assume its so simple that everyone will know. I didnt.

Thank you very much for answering me, much appericiated. Ill be back with more dumb questions, no doubt. :D
 
T-Bolt said:
Perhaps because there's an explanation of each choice in the Editor Readme that's installed with the patch? :wink:

Apparently Im retarded! :D

Would you belive me if I told you I read the beginning part of that readme file about 10 times? :wall:



Ok, again just reiterating to make sure I got everything right on weapons modding (this is what I gathered from reading JJ86s tutorial, and some threads here and your thread on "Adding new sounds via BoSEE." over at the DAC forum):

Weapons have 3 parts to them:
1.Sprites, which in turn consists of 3 raw files, sprites can be modified with spray 1.1 (and RedView49_3_1 if I could make it work)

2.Entities, These are the files that contain all the info on the weapons (damage, range, which kind of ammo it uses, where the sprite is located, etc). These can be edited by BoSEE and the FT editor.
First edit with FT editor and then with BoSEE or the entity will be set to "none".

3.items.txt at the \locale\game folder.


The number of entities are hardcoded in the FT editor, which means if I cant make new ones, Ill have to edit an existing one, which is fine by me since there are over 100 weapons in the game.

Once I edit a weapon (entity and the sprites and the corresponding line in the items.txt), I can freely move it from 1 folder to another folder.

Example: lets say I want to change the zipgun and make a Barrett .50 cal sniper rifle. I first change the name and descriptions in the items.txt at \locale\game.

Then I change the sprite (have to first unpack them from spr-sprites_0.bos), by opening the zipgun sprite in spray1.1 and importing the raws I have for the barrett and then saving.
When Ive done all that, I can rename the sprite file from "Zip Gun Pistol" to "Barrett" (same as in the items.txt ) and then move the sprite from sprites\weapons\Pistols folder to sprites\weapons\Rifles.

Then I change everything in entity using the FT editor and then BoSEE , everything from magazine capacity, to which kind of ammo (.50 cal) to which kind of animation to use in the game.
After I have edited the zipgun .ent to represent the barret, I can change its name from zipGunPistol.ent to Barret.ent and move it from \entities\weapons\Pistols to \entities\weapons\Rifles.



Sorry for being longwinded, I just want to make sure I got everything right before I start to the actual editing, so I dont make any big misstakes that will come back and bite me in the ass. :)
 
Gimpster said:
Weapons have 3 parts to them:
4 if you count the sound file. :)

Gimpster said:
1.Sprites, which in turn consists of 3 raw files, sprites can be modified with spray 1.1 (and RedView49_3_1 if I could make it work)
6 raw files, gui big gui small and the ground sprite in the 4 directions.

Gimpster said:
2.Entities, These are the files that contain all the info on the weapons (damage, range, which kind of ammo it uses, where the sprite is located, etc). These can be edited by BoSEE and the FT editor.
First edit with FT editor and then with BoSEE or the entity will be set to "none".
You only need to use BoSEE if you want the weapon to use custom ammo types or unique custom sounds.

Gimpster said:
The number of entities are hardcoded in the FT editor, which means if I cant make new ones, Ill have to edit an existing one, which is fine by me since there are over 100 weapons in the game.
Nope you can make as many new entities as you want without overwriting anything. The only things hardcoded in terms of numbers are the number of ammo types and the number of sound types. So if you wanted to add a hundred different 9mm pistols all using the default sounds just make them in the entity editor. But if you wanted to add a .38 pistol with the sound effect of a .38 firing you'd need to then edit the entity file in BoSEE.

Gimpster said:
Once I edit a weapon (entity and the sprites and the corresponding line in the items.txt), I can freely move it from 1 folder to another folder.

Example: lets say I want to change the zipgun and make a Barrett .50 cal sniper rifle. I first change the name and descriptions in the items.txt at \locale\game.
You don't have to change the name in the items.txt you can add as many new entries as you want (use word pad if notepad reaches it's character limit) just make sure that the display name of the new entry matches the display name of the new entity. But when moving things between folders only the entity can be moved, if you change the location of the sprite you'll need to edit the path in the entity linking it to the right image.

Gimpster said:
Then I change the sprite (have to first unpack them from spr-sprites_0.bos), by opening the zipgun sprite in spray1.1 and importing the raws I have for the barrett and then saving.
When Ive done all that, I can rename the sprite file from "Zip Gun Pistol" to "Barrett" (same as in the items.txt ) and then move the sprite from sprites\weapons\Pistols folder to sprites\weapons\Rifles.
Well If you want to add a barret I'd used a different base sprite, remember rifle for a rifle, pistol for a pistol etc. Then that way you're more likely to get the inventory images correctly sized and you don't have to change the ground sprites. For something like the barret I'd use perhaps the BAR or another of the LMGs which have the bipod used in the ground image. But yeah basically export or copy (most modders unpack all the bos files) to your 'wicked\sprites\weapons\rifle' folder the sprite you are going to use for the base, I'd rename it first so you don't make a mistake and overwrite the original sprite. Then open it in spray and import your new gui images.

Gimpster said:
Then I change everything in entity using the FT editor and then BoSEE , everything from magazine capacity, to which kind of ammo (.50 cal) to which kind of animation to use in the game.
After I have edited the zipgun .ent to represent the barret, I can change its name from zipGunPistol.ent to Barret.ent and move it from \entities\weapons\Pistols to \entities\weapons\Rifles.
Or you could make the weapon entity from scratch and save it directly to the right folder.
 
Thank you very much for answering me. Im not trying to sound like a broken record, but I do appericiate you taking the time to answer me. and yes I do intend to get rid of some ammo types and making some new ones. :)


More questions!

1. Im thinking of making a disposable rocket launcher (AT4), Is it possible to make a weapon entity that uses the rocket (same as the regular rocket launcher), that always comes loaded, wether bought from the quarter master, or if placed on a bad guy in the level editor, and that is impossible to reload.

Maybe I can pull it off by using some bug in the game or something?


2. Is it possible to make the Ma Deuce .50 cal heavy machine gun impossible to fire standing up? you know like how mini guns cant be fired while prone, but reversed!

If yes can I somehow make the supermutants armed with them understand they have to go prone or crouch down to be able to fire?


3.Can I make the mini guns in the game immobile? I know its possible to make the baddies hold their position, but does that stop them from moving at all?


4. The load screens (the nice pictures that show up while Im loading a new map or save game), can they be easily changed? do you know where they are located?


5. If I change something, like for example make the M249 SAW (Fn Minimi) shoot 5.56 mm NATO ammunition instead of 7.62 mm, How do I change that in the enemies inventory in the random encounters? So that the muties I run into in a random encounters wont have the SAW and (now useless to them) 7.62 mm ammo in their inventory?

Im kind of jumping the gun on this question, I havent started to read any tutorials on level editing yet, all I know about level editing is from the FT tools readme.
the answer might be in one of the tutorials, In that case Im sorry.

I did find 42 .mis files in the \campaigns\missions\random folder, but when opened with the FT editor (the level editor), I only found the maps, nothing else there.

Is it in the campaign.txt file in the \tables folder?

I would love to be able to edit their inventory and also their numbers, so if the average number of Raiders I ran into in the original campaign is say 6, I would set that to 30-40! (and hopefully that wouldnt cause the game to crash!).
 
Gimpster said:
1. Im thinking of making a disposable rocket launcher (AT4), Is it possible to make a weapon entity that uses the rocket (same as the regular rocket launcher), that always comes loaded, wether bought from the quarter master, or if placed on a bad guy in the level editor, and that is impossible to reload.

Maybe I can pull it off by using some bug in the game or something?
I've done a lot of experimenting with this and the only way to make a weapon not unload in the inventory is if a character equips (and loads) it who doesn't meet the strength requirements. Unfortunately while I could start a weak npc off with a weapon equipped they won't load it. Or the trigger to transfer the item to the player unloads it?

You could have an npc in a base who comes under your temporary control who will refurbish and reload a launcher. The rockets would need to be custom ammo types which only this npc has, but this would be prone to exploitation. If you want the bad guys to have disposable rocket launchers make an unlootable version, copy the entity and open it in the editor, under collectable untick lootable.

The closest I've come to making a one shot rocket launcher is to set it to destroy on use and not use any ammo. Effectively making it a grenade that uses the rocket firing animation. Unfortunately you can't use a projectile animation as it appears to be hardcoded that projectiles that destroy on use must use a throwing animation code or they won't do any damage, criticals like broken legs, winding etc but no hit point damage. Ideal though for a non-lethal bean bag firing weapon? ;)

Also without a projectile and ammo it didn't always use the explosion effect and didn't tend to do as much damage.

Gimpster said:
2. Is it possible to make the Ma Deuce .50 cal heavy machine gun impossible to fire standing up? you know like how mini guns cant be fired while prone, but reversed!

If yes can I somehow make the supermutants armed with them understand they have to go prone or crouch down to be able to fire?
Not without using the new redviewer to edit every character sprite and remove/disable the crouched and standing firing animations. Though I'm not sure that would work, they'd probably try and still fire standing up and then crash the game.

Gimpster said:
3.Can I make the mini guns in the game immobile? I know its possible to make the baddies hold their position, but does that stop them from moving at all?
Only by adjusting their carry weight and making them overburdened. Perhaps by placing a hidden heavy item in their inventory (you can give them loads of unlootable ammo). Though it would leave them at a disadvantage and not affect the player.

Gimpster said:
4. The load screens (the nice pictures that show up while Im loading a new map or save game), can they be easily changed? do you know where they are located?
They are in gui_0.bos and extract to core\gui\wait. Though you don't need to extract them your new images just need to be jpgs and named wait1 - wait7.


Gimpster said:
5. If I change something, like for example make the M249 SAW (Fn Minimi) shoot 5.56 mm NATO ammunition instead of 7.62 mm, How do I change that in the enemies inventory in the random encounters? So that the muties I run into in a random encounters wont have the SAW and (now useless to them) 7.62 mm ammo in their inventory?.
Extract the entities from entities_0.bos making sure you use the folder names and don't overwrite the existing (patched) files. Then they should be in core\entities\actors. These are the base files for all the nameless actors you'll meet in the game. Though in a few of the maps they'll have their weapons and inventories altered via the level editor. The named npcs, like the raider bosses are under core\entities\special and seperated by mission.

Just edit these actors in the entity editor and you can replace any ammo.

Gimpster said:
Is it in the campaign.txt file in the \tables folder?

I would love to be able to edit their inventory and also their numbers, so if the average number of Raiders I ran into in the original campaign is say 6, I would set that to 30-40! (and hopefully that wouldnt cause the game to crash!).
The people you meet in the random encounters are generated from the cam file all the landscape (random encounter) maps contain are spawn points and these only govern how many groups can spawn not their position (that's random except for the player's spawn point).

Change the numbers in the campaign.txt in core\tables and then import the random encounter data into the cam file same as the QM list.
 
T-Bolt said:
ou only need to use BoSEE if you want the weapon to use custom ammo types or unique custom sounds.

Ok.


T-Bolt said:
Nope you can make as many new entities as you want without overwriting anything. The only things hardcoded in terms of numbers are the number of ammo types and the number of sound types. So if you wanted to add a hundred different 9mm pistols all using the default sounds just make them in the entity editor. But if you wanted to add a .38 pistol with the sound effect of a .38 firing you'd need to then edit the entity file in BoSEE.

Ah, I see, that´s great. So that means that I can add as many weapons I want to the game as long as they dont use some new kind of ammo or set of weapon sounds. Cause I thought in order to make a new weapon, it would have to replace one of the existing ones.


T-Bolt said:
You don't have to change the name in the items.txt you can add as many new entries as you want (use word pad if notepad reaches it's character limit) just make sure that the display name of the new entry matches the display name of the new entity. But when moving things between folders only the entity can be moved, if you change the location of the sprite you'll need to edit the path in the entity linking it to the right image.

Well, I will remove several weapons from the game, So I think Ill remove their line in that items.txt file. Although from reading other threads, if I remove a weapon entirely from the game (hunting rifle), the sharpshooter girl in mission 1 will still have it in her inventory, so Ill have to change that in the level editor.


T-Bolt said:
Well If you want to add a barret I'd used a different base sprite, remember rifle for a rifle, pistol for a pistol etc. Then that way you're more likely to get the inventory images correctly sized and you don't have to change the ground sprites. For something like the barret I'd use perhaps the BAR or another of the LMGs which have the bipod used in the ground image. But yeah basically export or copy (most modders unpack all the bos files) to your 'wicked\sprites\weapons\rifle' folder the sprite you are going to use for the base, I'd rename it first so you don't make a mistake and overwrite the original sprite. Then open it in spray and import your new gui images.

Thanks for pointing it out, again I didnt know I could use any one ground sprite more than once, I thought that was hardcoded into the game or something.

So I assume I can for example use the ground sprite for say the "hunting rifle" for 3 new rifles, and as long as I save the finished sprites as something other than "hunting rifle" I should be fine?

And as long as I make .ent files with the exact same names as my freshley made rifles sprites, and enter the names of my rifles along with the description in the item.txt (in the core\locale\game\), then thats all there is to it?

When I make a new weapon, say a rifle, If I save the sprite in sprites\weapons\Rifles and as long as I do that, and the rifle entity is in \entities\weapons\Rifles with the exact same name (and in the items.txt), I dont have to use BoSEE to set the path to the sprite?

Thats great, easier than I imagined.



T-Bolt said:
You could have an npc in a base who comes under your temporary control who will refurbish and reload a launcher. The rockets would need to be custom ammo types which only this npc has, but this would be prone to exploitation. If you want the bad guys to have disposable rocket launchers make an unlootable version, copy the entity and open it in the editor, under collectable untick lootable.

Well, to be honest I dont really care if the baddies have the disposable rocket launcher or the regular kind, they usually dont have the problem of carrying too much stuff. I just wanted them for my team, so 3-4 disposable rockets would weight less than 3-4 regular rockets with a regular launcher.

T-Bolt said:
The closest I've come to making a one shot rocket launcher is to set it to destroy on use and not use any ammo. Effectively making it a grenade that uses the rocket firing animation. Unfortunately you can't use a projectile animation as it appears to be hardcoded that projectiles that destroy on use must use a throwing animation code or they won't do any damage, criticals like broken legs, winding etc but no hit point damage. Ideal though for a non-lethal bean bag firing weapon? ;)

Well there is the flashbangs and I cant think of any other practical use for such a weapon, I dont even use the flashbangs, but you gave me a great idea, I might edit the rocks in the game to make them stun people, as well as do regular damage.
Then Ill put about 20 of them in the QuarterMaster inventory, then Ill buy them all and arm Trevor (I thinks thats his name, he is a thrower with 9 strenght) and have him clock the starving rioters in mission 4, right up the head with them. :D

Just for shits and giggles as they say.


T-Bolt said:
Not without using the new redviewer to edit every character sprite and remove/disable the crouched and standing firing animations. Though I'm not sure that would work, they'd probably try and still fire standing up and then crash the game.

I see.

T-Bolt said:
Only by adjusting their carry weight and making them overburdened. Perhaps by placing a hidden heavy item in their inventory (you can give them loads of unlootable ammo). Though it would leave them at a disadvantage and not affect the player.

Thats actually a great idea! Ill do that only to a few muties (.50) and reavers (gatling gun), Ill put them behind some kind of cover, sand bags will do fine, and give them 1000+ rounds, after all, what good is a mini gun, if you only have ammo for 5 seconds sustained fire? I dont see this as a disadvantage to them, since the guy with the gun will have cover the whole time he is firing at me.

I like this idea so much, that I might do that (1000+ ammo) and make some useless, really heavy item and put it in their inventory, so they dont start moving around when they are running low on ammo. I really like the idea of stationary Support weapon emplacements.



Well thanks a lot for all your help, very kind of you.

I think Im getting the hang of it, all I have left to do is to mod the weapons alittle, Ill post a request thread here to ask for a few weapons sprites (if thats alright), since I cant make any new ones, since RedView49_3_1 dosent work on my computer.
Then Ill learn more about editing the charachters in the game (should be much easier), and edit the bad guys inventory, and Im done.

It shouldnt take more than a week or so. Man Im getting all giddy just thinking about it, who knew learning things could be so much fun? :D

Thanks again.
 
Gimpster said:
Ah, I see, that´s great. So that means that I can add as many weapons I want to the game as long as they dont use some new kind of ammo or set of weapon sounds
You can add as many weapons as you want period. Custom ammo and sounds just take a little more work.

Gimpster said:
Well, I will remove several weapons from the game, So I think Ill remove their line in that items.txt file. Although from reading other threads, if I remove a weapon entirely from the game (hunting rifle), the sharpshooter girl in mission 1 will still have it in her inventory, so Ill have to change that in the level editor.
You don't have to remove anything from the items text, just take them out of people's hands and edit the quarter master's list by putting // in front of each entry you want to lose.

Gimpster said:
So I assume I can for example use the ground sprite for say the "hunting rifle" for 3 new rifles, and as long as I save the finished sprites as something other than "hunting rifle" I should be fine?
Yeah as long as you don't overwrite the same sprite each time, they can all use the same ground sprite If you want.

Gimpster said:
And as long as I make .ent files with the exact same names as my freshley made rifles sprites, and enter the names of my rifles along with the description in the item.txt (in the core\locale\game\), then thats all there is to it?

When I make a new weapon, say a rifle, If I save the sprite in sprites\weapons\Rifles and as long as I do that, and the rifle entity is in \entities\weapons\Rifles with the exact same name (and in the items.txt), I dont have to use BoSEE to set the path to the sprite?
Not quite, the sprite can be called anything, and placed any where in the sprite folder (but it helps to keep some uniformity). The display name in the items text file and the entity must match but you link the sprite by pushing the little button under 'image' and then find the correct file in the pop up window. It doesn't automatically link up.

Gimpster said:
I like this idea so much, that I might do that (1000+ ammo) and make some useless, really heavy item and put it in their inventory, so they dont start moving around when they are running low on ammo.
Just give them 10000 + unlootable ammo, it's not likely they'll burn through all that before they die. Or instead of a heavy item create a copy of the mutant armour and edit the max carry weight (-200 say) under Effect/Derived. And then equip those actors you want immobilized with it.
 
Thanks for answering.

I have 2 new questions.
Im thinking of adding a new spear to the game and call it "Harpoon", and Im getting rid of the harpoon already in the game (Ammunition for the Speargun), do you think thats gonna cause some trouble? Should I change its name to something else?


Im using a lot of sprites and portraits that other people made (thinking of using other people art for the load screens too), again as I said before I really doubt many people (if any) want my mod, but still I might upload it just the same.
Is it enough to give them credit, or should I email them and ask them permission?

I dont think they would mind, but I really dont know.
 
Gimpster said:
do you think thats gonna cause some trouble? Should I change its name to something else?
Trouble how? Nope not in any technical sense. Different display name entries don't actually care about what the text inside the brackets says.

Gimpster said:
Is it enough to give them credit, or should I email them and ask them permission?

I dont think they would mind, but I really dont know.
It's usually okay just to give credit. FOT has one of those EULA that makes all work released the property of MF. Though it kind of depends on where you are taking the work from. If it's from one of the tile,sprite, gui packs released here or at JJ's pages then definately okay as they are modder's resourses intended for people to use. On the other hand you want to take something from a playable mod, such as Awaken or the WW2 mod or even a standalone map then I'd get permission as these weren't released as modder's resources.
 
I figured that the sprites and such hosted here and at JJ86s page are fair game.
I did take a few sprites from the classic fallout weapons mod and the like.

To be honset I didnt find any complete working mod like Awaken or the WW2 mod that you mentioned, I will have to look for them.

Just found the weapons mods (weapons sprites and entities).


Im mostly concerned about using other peoples art for load screens, I found some really great art hosted here, like:

http://www.nma-fallout.com/forum/album_page.php?pic_id=1614
Done by Wooz. Awesome.

Also found some really interesting ones here:
http://partizan74.nm.ru/
Just stunning artwork there, although I dont know if the artist speaks any english and since the page is in russian, I cant find an Email address to write to.

PS. Im sorry I dont know what an EULA is, or who MF is. :oops:
 
MF = Microforte, the guys who done da game.

EULA, End User License Agreement, the contract you agree to when ever you install some software.

Awaken & WW2 mod are in the download section. PM Wooz, but really load screens meh.

Is that Retlaw's Classic weapons pack, IIRC most of the sprites come from OTB's sprite packs which were just the rpg images converted which he released as a modding resource anyway.
 
Yeah, I just found Awaken, turns out I saw it once before, but didnt know if it was for the polish version of FOT only or for all versions, Ill check it out. Ill PM whoever made it, if I want to use anything from it.

The weapons Ive used are the ones at JJ86s place, and Ive used the ground sprites for the bozar to make my .50 rifle, and some of the sprites from "FoT Classic Weapons Pack" made by Retlaw83.

Got them from the files section, anyway something like 90% of all the sprites and .zars I used, I got from JJ86s.

EDIT:

I have a few more questions!

1. How do I alter the experience given for each mission at the end of it? I know its somewhere in the level edit, I read about it once here, but Ive been searching like crazy and cant find it!

2. Whats the best way of removing recruits? Im thinking of getting rid of all the hairy deathclaws, should I raise their rank to general or something?
does removing their triggers (or whatever it is that allows them to join the recruits pool after you finish that deathclaw mother mission), is that enough?
I want totally removed, but I dont want the game to look for them, not find them and crash or something.

Should I put \\ in front of them in the character.txt or something?

3. Do you know if its possible to keep playing after having finished that last mission (Cheyenne mountain or what its called), like in FO2 or not?

4. Under "image" in the entity editor, there is the option to change colour of skin/hair/gear for the different charachters in game, changing them wont screw anything up, will it?
Cause I noticed theyre are all set to white..



Anyway hopefully these will be the last questions from me, Im very close to completion of this project, Ive tested the weapon entities, made and then cleaned up 26 sprites and altered the random forces. Ive also replaced next to all charachters pictures with ones I found in the various portrait packs found here and on JJ86s.

All I have to do now is get rid of the deathclaws from the recruit pool, alter a few of the recruits (not too much, also I wont add to them, if I add 1 point to one of their stats, Ill take 1 point from another stat).

God knows Ive beefed up the opposition (random forces for now) something fierce.
Both in numbers and equipment (also about 20-25 % in experience earned to the player when killed).

All thats left now is to make the missions harder by adding more enemies, and Im done. Its been great fun. :)
 
Each map will have it's own triggers for giving experience, usually it'll be something like mission complete - # xp, or objective complete - #xp. Just press F7 and click on the button 'Triggers...' edit the appropriate trigger and under 'Actions' edit the action Add #xp to (player index 1).

It's // not \\, but the best way, since you are editing the maps anyway, is to edit the campaign trigger in mission07, CVAR_M07_Matriarch_free to false just add a new condition and select 'never' from the pull down list. That way the deathclaws won't be added to the pool.

You can keep playing if you edit the triggers in the final mission to take you back to the world map rather than the winscreen. Not that there will be anything to do, other than random encounters, unless you add more missions. Check DaC there was a thread on continuing the campaign not so long ago.

In the entity editor only change the colours for individual npcs, the generic actors will be all set to white as their colours are randomized by the random encounter engine. If you want to change the colours of generic actors in the missions do it in the level editor. F4 and click on an entity and you can override their image colours and even their weapons and armour. As well as add to their inventory to make them more individualistic.

You don't have to just add more enemies to make it harder, you can change the level of the each actor in the level editor, making them more of a challenge. And as I mentioned above edit their equipment.
 
T-Bolt said:
You don't have to just add more enemies to make it harder, you can change the level of the each actor in the level editor, making them more of a challenge. And as I mentioned above edit their equipment.

Ok, but I can add more enemies right? If I grab them from the actor folder in the entities and make sure their group number and attitude is set to the same thing as the already existing group Im adding them to?

Theres mostly this point in the campaign Im thinking about, in mission 5 (I think, the one with the hostage situations) you have the ghouls about to be over run, and I thought that was a wonderful scenario, getting to take cover behind the sand bags and mowing them down, except I think there werent enough of them to make a challenge.

So Ill add 3-4 adult deathclaws and 3-4 beastmasters to that group, if at all possible.
 
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