[Black Steel] BSM progress

I accually meant how far you where with the mod.

but its good to see your doing a good job rathering knowledge
 
Result of new research: (download) Dude_Upgrade_V1 (screen) RepairX
Just put Obj_dude.int in Fallout2.data/scripts and remove patch000.dat

You can upgrade (for yourself!) items when got required skills:

Code:
___________________________________________
SKILL_REPAIR + SKILL_SCIENCE >= 90
skill_success(self_obj,SKILL_OUTDOORSMAN,0)

PID_SPEAR = PID_SHARP_SPEAR
PID_COMBAT_KNIFE = PID_LIL_JESUS_WEAPON
PID_LOCKPICKS = PID_EXP_LOCKPICK_SET
PID_DICE = PID_LOADED_DICE
PID_POPPED_BLOW_UP_DOLL = PID_BLOW_UP_DOLL


___________________________________________
SKILL_REPAIR + SKILL_SCIENCE >= 120
skill_success(self_obj,SKILL_OUTDOORSMAN,0)

PID_HUNTING_RIFLE = PID_SCOPED_HUNTING_RIFLE
PID_FN_FAL = PID_FN_FAL_NIGHT_SCOPE
PID_DESERT_EAGLE = PID_DESERT_EAGLE_EXT_MAG
PID_ASSAULT_RIFLE = PID_ASSAULT_RIFLE_EXT_MAG
PID_44_MAGNUM_REVOLVER = PID_44_MAGNUM_SPEEDLOADER
PID_CATTLE_PROD = PID_SUPER_CATTLE_PROD
PID_POWER_FIST = PID_MEGA_POWER_FIST
PID_RED_RYDER_BB_GUN = PID_RED_RYDER_LE_BB_GUN


___________________________________________
SKILL_REPAIR + SKILL_SCIENCE >= 150
skill_success(self_obj,SKILL_OUTDOORSMAN,0)

PID_FLAMER = PID_IMPROVED_FLAMETHROWER
PID_LASER_PISTOL = PID_MAGNETO_LASER_PISTOL
PID_PLASMA_PISTOL = PID_PLASMA_PISTOL_EXT_CART


___________________________________________
SKILL_REPAIR + SKILL_SCIENCE >= 180
skill_success(self_obj,SKILL_OUTDOORSMAN,0)


PID_LASER_RIFLE = PID_LASER_RIFLE_EXT_CAP
PID_PLASMA_RIFLE = PID_TURBO_PLASMA_RIFLE
PID_MINIGUN = PID_AVENGER_MINIGUN
PID_METAL_ARMOR = PID_METAL_ARMOR_MK_II
PID_LEATHER_ARMOR = PID_LEATHER_ARMOR_MK_II
PID_COMBAT_ARMOR = PID_COMBAT_ARMOR_MK_II
 
I like this possibility to upgrade weapons, repair and science skill will be more usefull. So now i working on second edition Dude_Upgrade, where you can modify all weapons exist in game (!)

Picture1

EDIT
new weapons:

Picture2
 
wow very nice :) you will only be able to create those guns yourself ? or do those upgrade weapons get sold in shops aswell?
 
Probably better when you can buy only basic weapons and upgrade them yourself. Because skills Repair + Science will be more valuable. The same i made with others skills, so you must chose wisely how develop your character.
 
Already finished work on v2 (+10 new guns to upgrade) and start project v3

Download: Dude_Upgrade_V2
Modifications table: Picture

In v3 will be better mechanics inspired by System Schock2
Every weapons will be modify 3-4 times to perfect improvement level. This will depend on skills in repair and science and test to your knownedge about weapons type (like laser guns)
 
Lich said:
Already finished work on v2 (+10 new guns to upgrade) and start project v3


don't really know what your work exactly does, Lich, but it seems pretty amazing...

I haven't installed it yet...the problem is ,as I say, that I don't really get what does this .zip file do to Fallout 2. If you install it, it enables your character modding weapons if he has enough skills to do so?. I won't install something I don't know what will exactly do, and that I don't know how does it work.

If it enables the main character to mod weapons, how do you do it?. You click on your weapon with repair skill, or what?... The readme file gives no hint at all of how to install it or what does it do, and how exactly to do it... I guess it installs just by unzipping it over fallout2's installed files, but it would be helpful if you included in the readme a little info on how to install it anyway.

And also, some information on what does exactly each update allow you to do...and how to do it, would be cool.


anyway, seems a nice work you're doing so far. I'll watch your work on a regular basis to see if your planned mod sees the light , in which case I'll be happy to give it a try :).
 
Lich said:
I want made totally randomized and realistic world.
Ultimate Mod (play hundreds times without boring)
wow! so you wanna turn fallout into diablo! :D sounds great but is that even possible on that engine?

nice thing with those arms' upgrades... and cute artwork btw. ;) afair, there was something like that in the original fallout (some guns appear in two+ marks), so you can still use the existing mods. the same to armors, will they be improvable as well?

pozdrawiam i życzę powodzenia!
 
About dude upgrade
Version3 was not relased yet. I taken code that exist in orginal game but is not included. This work that you create healing powder from flower and root if you got them and walk to new area, this work automatic. I liked that idea and extand it a loot, so now you can upgrade almost every weapons and armours when: got skills needed, got item, enter to new map.

About randoms
I played 20-30 timesdiablo demo because atmosphere was great and olways you seen something new. Fallout got possibilities for randoms but this was not used in game. So possible is:
-use the same entrance to go into random selected map (like church from diablo with different catacombs inside)
-random selected scenery on map like different type of chair, bed, plant or see in some place once bed and next time plant
-randomly placed on map critters (probably even in % chances, so sometime you can meet big boss, but mostly weak enemies)
-random quest taken from npc
-random skill that you can learn, from someone (new perks, guild system)
-and else like items you can find or buy

Its possible but difficulty to made, every random must be programed in script. Plus is that you can play many times one game.
 
New idea: build "one location game" Just one large town but full of details. This will be something like vault, maybe reactor. Already i made this location by rebuild Vault15. Many new talking heads, items and most important: lot of scripts. Everytime i tryed build large world game it was going to nowhere. But in this concept i see something hope. Scripts will be add to everything, similar to Bunker 21, my first mod. Most interesting thing will be many details and secrets. Probably many random things to play in this small game many times and possible to find everytime something new.

- many details, realistic one location
- randoms, small game but everytime different
 
you have alot of idea's. some real good ones and some that totally suck (imho that is). I saw your bunker21 mod. It would do nicely for a special random encounter. anyway, when are you going to release some of your work? I know you have skills but I keep wondering if your mod will see the daylight.
 
Anonymous said:
you have alot of idea's. some real good ones and some that totally suck (imho that is). I saw your bunker21 mod. It would do nicely for a special random encounter. anyway, when are you going to release some of your work? I know you have skills but I keep wondering if your mod will see the daylight.

I have nothing to hide. That post was mine. Not that it makes a difrence...
 
I still work on that mod so there is some hope (to relase it) One location mod its not so stupid, because chance to relase it is very high. Prior task is solve secrets of that area. Many randoms and skill test will make that will be hardly during one game see everything on that. Let say this will be abandon reactor/uranium mine where people from wasteland build thier fort. Still its attack by mutants. You found this area randomly searching waterchip. Like all random encounters here will be something interesting, mysteriuos but that will be huge (many dialogues, quests, new items) Already i got name to this location mod "Secrets of Reactor-5" Anyway this may work as part of Fallout2, random encounter but hardly to find make that better is made new game that starts in point where you found this strange area, during search waterchip/gecko quest.

-all location is like big random encounter
-game start when you found that area during search important item quest
-task is solve all secrets of it
 
Yawn.

Lich, do you intend to learn English properly anytime soon, or do you want to make a Zero Wing mod?
 
Uh i dont known, my english long time will be poorly, because i dont learn it by shool, just myself.

About mod: probably better is relase many small mods and then join them to big one, instead of creating whole big project at once. So i can NOW relase parts of this mod. One part is one location: small area similar to B21 mod, where something interesting can be found: new items, quests, talking heads. This small mods wil be add-on to F2 game (new locations on worldmap) Many of them joined together can work as independend game.
 
Small question:
What happens with the "tutorial page"? Because I think that this side was useful (okay, for me only the english tutorials...)
But... huh, so... what happens again?
 
Tutorials are back again (link near download on project site)

About progress: Develop new story for game was pointless, and i throw out that concept. So i will just create many small mods. Every part will got something original so all of them will made really feeling of something new in game. Big mod will be made from many small mods, relased just after completed, it will grown during time and someday become real thing. Its better than wait until ambitious project will be relased, because every small part its playable right now. This style of moding may reminds random encounters or eastern eggs, where you found in game "something interesting". I got plans to made many new karma and tool items, that will be usefull in entire game, not just in a moment. Also i will add some locations to game, with new quests.
 
Version 3v0 update:
-Readable items can be now used only when hold in hands
-Most new items are now much cheaper
-Spear modify kit got now interesting instruction introduce
-New spears are changed: Darkness-domage, Wind-range, Gladius-speed
-Throwing dice add 1*luck and made 1-6 domage (more realistic)
-Grant's armour now need 6-strenght to use
 
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