Critter Armor Addon (For Fallout 2 RP 1.2)

Did you download and install the version with MAPS.TXT (the one I just uploaded)? If yes, are you sure you meet the skill requirements? Please tell which map and which critter you're having problems with. Please note that if a body has decomposed, you won't get armor unless it's been created earlier, that's why I included the "MAPS.TXT" file, where I turned off the decomposition of dead bodies for the maps with armored dead critters. But it will only have an effect it the bodies haven't already decomposed.
 
B-2Admirer said:
Did you download and install the version with MAPS.TXT (the one I just uploaded)? If yes, are you sure you meet the skill requirements? Please tell which map and which critter you're having problems with. Please note that if a body has decomposed, you won't get armor unless it's been created earlier, that's why I included the "MAPS.TXT" file, where I turned off the decomposition of dead bodies for the maps with armored dead critters. But it will only have an effect it the bodies haven't already decomposed.
Yes, I downloaded a last version. I killed a few robbers and slavers in lather jacket on random map, looted them but no naked body did showed up.
 
You misunderstood. Right now "naked bodies" only show up for dead critters permanently placed on a map, like Enclave troopers in the Military Base, or guards at Sierra Army Depot. Making critters killed in your presence dearmor is much harder, so I can't say when or if it will be added.
 
The addon is completely rewritten, thanks to Timeslip there is now a possibility of a realistic approach to the issue. Name changed to "Critter Armor Addon" to distinguish from "Lootable Armor Mods" that exist. Critter's scripts are no longer modified. Damage done is now taken into account. It's possible to examine an armored body to estimate the damage to the armor and the complexity of repairs. No need for the player to meet the requirements upon a critter's death to get his armor. Game time passes accordingly to the repair time. Player get XP for repairing armor suits. Taking an armor suit off in combat mode is now not allowed. All critters will now change appearance after dearmoring. See the first post for more details.

IMPORTANT: if you installed previous versions, which came in the "ArmorPlusRelease.7z" archives, you'll need to revert to the original files. If you did not back up the originals before overwriting, download this archive, extract its contents to the directory where Fallout 2 is installed (default is "C:\Program Files\BlackIsle\Fallout2\"), overwriting the matching files and run the "rmo.bat" file, you can delete it after it executes. If you don't do this, you may end up with two armor suits instead of one in a dead critter's inventory.
 
New version. A lot of polishing done. Better formulas for choosing armor that most closely matches killed critter's protection (damage thresholds are now taken into account, previously only damage resistances and armor class were). More realistic formulas for calculating the repair time and XP (see the "key features" section of the first post for details). New message for unrepairable armor.

Also, now there's a sure-fire way to prevent decomposition of the armored bodies without modifying the "data\Data\MAPS.TXT" file. However I did not add the code to the current version because the "set_script" function is bugged and doesn't work as it should, thus preventing the "map_enter_p_proc" procedure of the attached scripts from being executed when the map is entered. I told Timeslip about the issue, but got no reply so far.
 
How about adding special items, required for repairing high-level armors (or all armors)? Like metal plates, leather, ceramic plates etc.
 
Ravager69, this requires some artwork and I don't think I can draw. Besides, this is not always realistic (if you killed a person with a single small-damage fatal critical hit you will hardly need to replace any of the plates his armor consists of). I'm still toying with the idea of needing two damaged suits of identical design to construct a working one.
 
Addon slightly modified to prevent players from exploiting an engine bug that would allow to permanently raise player's stats.
 
Excellent news. The armored bodies will no longer diappear due to decomposition, not even from the maps which have decomposition turned on. That is they won't disappear untill you either took the armor off them or ensured it's damaged beyond repair. This became possible because Timeslip has finally fixed the issue in sfall which prevented me from adding the code to stop decomposition of the dead armored critters. The newest version of sfall (1.49a) is required, of course.
 
This became possible because Timeslip has finally fixed the issue in sfall
No need to be so rude. I did tell you I was on holidays, and I'm not your personal slave even if I wasn't. :|
 
Honestly, no offense meant. I assure you I realize that you don't owe me anything. English is not my native language, so I didn't think what I said may sound offensive to you. However, for the sake of truth, I told you about the problem on Aug 18 when you hardly were on holidays (you released 1.47b on Aug 21) and you never ever replied to me directly or told you will look at the problem. In any case, I'm sorry if you were offended.
 
@B-2Admirer

I love your mod but like the Weapon drop also. Have any way to combine 2 mod together ? Both used hs_ondeath.int file
 
T2_2112 said:
I love your mod but like the Weapon drop also. Have any way to combine 2 mod together ? Both used hs_ondeath.int file
You can do it yourself if either of the mods include the source of the script. Rename one of them to gl_whateveryoulike, then wrap everything in the start function like this and recompile:

Code:
procedure start begin
 <variables>
 if game_loaded then begin
  register_hook(HOOK_ONDEATH);
  <anything from the script that was inside an if init_hook block
 end else begin
  <the normal script code>
 end
end
 
T2_2112, I'm glad that you like my work :) I will probably add the weapon drop function as an optional feature. Can't say when, however, because I might be very busy with other task for some time to come...
 
Panzerkampfwagen said:
Is this compatible with RP 2.1.1? :->

No idea…but I have built almost all of the art that would be required to change the dead critters into topless bloody corpses…that means that the visuals would be seamless with a mod like this – kill the critter – loot the critter – critter appearance changes after looting -…but I have made a few fundamental changes to the concept to improve upon it…more later. :look:
 
Panzerkampfwagen said:
Is this compatible with RP 2.1.1? :->
No, it's not. I was planning to release a new version shortly after RP 2.1 came out, but more important things kept me busy. They still do.

In any case, when I update this addon, link to the new version will be posted here.
 
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