Fallout 1 – New Ian & Tycho Critters

.Pixote.

Antediluvian as Feck
Modder
This fix will allow Ian and Tycho to use all of the weapons in the game; it is based on the new player characters (Mr. Long Hair and Mr. Baldie) from the Restoration Project. There are some noticeable differences though – gone are Ian’s blue pants and white T-Shirt, he is now in black leather from head to toe, as like the black leather player character from the game, Tycho now has dark green pants instead of the brown pants. As a consequence, all of the critters using the same appearance have also had the same change, which means they too can use all of the available weapons in game.

If someone could bring these two critters into Fallout 1 as unique NPC critters and adjust the scripts, that would be greatly appreciated.

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Instructions: Copy the “data” folder into the Fallout 1 folder, and overwrite the existing data folder. Fallout 1 – New Ian & Tycho Critters
 
If someone could bring these two critters into Fallout 1 as unique NPC critters and adjust the scripts, that would be greatly appreciated.

I like the idea so I add a post made by Cubik some times ago that (I think) explain how to do it.

I made a simple tool to convert FO1 maps edited in FO2 mapper from FO2 maps format to FO1 format:
here links for first version of tool:
http://cubik2k.w.interii.pl/pliki/fofo_map_converter.rar

second version of tool:
http://cubik2k.w.interii.pl/pliki/fofo_map_converter_V2.zip


Proto files for items in FO1 has the same format as proto files for items in FO2.
Proto files of critters in FO1 are 4 bytes smaller than FO2 files. You can use hexeditor and add 4 bytes (x00) at the end of FO1 critter proto file and you could edit it in mapper editor.
 
Katja could use the PC female critter so see would also chance her looks when changing armors

Would be less trouble then to create the whole full animation set of her model right :P
 
Ohh, this has interested me for a while. I hope someone (*looks at Nirran*) with scripting skills can do this.
 
Oracle said:
Katja could use the PC female critter so see would also chance her looks when changing armors

Would be less trouble then to create the whole full animation set of her model right :P

I think Katja deserves her own unique look, it would be a simple case of head chopping - about 3000 to 4000 frames all up. She already has many of the basic animations - run, fall, death, etc. I think TeamX has build a fix for the Fallout 1 NPC's to change their appearance, I haven't tested that, so I'm not sure how it looks, but I would prefer Ian, Tycho and Katja to keep their heads at least, even when their armor is changed. With the 'Appearance Mod' for the RP, that is now possible.

Fallout 1 has been neglected somewhat over the years (compared to Fallout 2), I think the modding community should address that.
 
I rather see unique look too, but since it much work I thought the chance to the female NPC would be easier. Of course thar model woud be able to use all weapons... so you shouldn't give here flamers and such.

With Teamx level up mod and the option to give them armor this would make the whole recruitable NPC mod complete. I would love to see it!

It's true that FO1 doens't get the same treatment as FO2 but teamx does work on it. Also there was this mod in progress that would let you play FO1 in FO2 engine right? Was that one botched?? or was it just impossible to do (to much work for example)
 
Also there was this mod in progress that would let you play FO1 in FO2 engine right? Was that one botched?? or was it just impossible to do (to much work for example)

The project has been put on hold by his maker, Jordan. The thing is, we don't know exactly what's still to be done, if someone were to test it and make a list of what's wrong, we could at least know if it's doable or not.
 
Grayswandir said:
The project has been put on hold by his maker, Jordan. The thing is, we don't know exactly what's still to be done, if someone were to test it and make a list of what's wrong, we could at least know if it's doable or not.

ahh alright, that's to bad. In the past I did check teamx fora for updates on mods. But the main discussion were in rusian. I guess there a lauguage barier so that maker working together pretty hard. It's a shame, really
 
I've done some testing in-game of the fix...and the results are good, Ian can use all weapons, and it's great to see him bursting with rifles.

As for Fallout 1 working on the Fallout 2 engine - I hate when these projects seem to die after so much effort has been already put into it. Can't someone just finish it, so the fans can just play the game... :roll:
 
.Pixote. said:
I've done some testing in-game of the fix...and the results are good, Ian can use all weapons, and it's great to see him bursting with rifles.

Nah, FO is already easy enough, imagine how much easier it would get by having combat-armored plasma rifle-wielding npc companions...
 
This is just to add to the fun of the game...making them into killing machines, well it had to be done...but the chances are Ian will kill you more often than anything else in the game. :wink:
 
x'il said:
.Pixote. said:
I've done some testing in-game of the fix...and the results are good, Ian can use all weapons, and it's great to see him bursting with rifles.

Nah, FO is already easy enough, imagine how much easier it would get by having combat-armored plasma rifle-wielding npc companions...

jeez... you (and some other guys here) are too obsessed with hardness, relax

npc's kicking ass is an option, you can always leave them somewhere and solo on hard never using power armor'n turbo plasma

let people who have fun leading companions enjoy a nice pew pew time :wink:
 
Okay so we want Tycho to have the green pants and all the other Leather Armor Males to keep the brown/tan pants?

I wish there was a way to make his look match his decscription... when you first meet him he's described as wearing a trenchcoat and gasmask >:)
 
Pixote I have what is probably a huge request -- who here has the "open head armor" artwork? I'd like to get that imported into Fallout 1, because I personally love playing with the NPC mod from TeamX, but it sucks to have them then end up looking exactly like everybody you encounter.
 
I wish there was a way to make his look match his decscription... when you first meet him he's described as wearing a trenchcoat and gasmask >Smile
Like this?

image.php



But you should stop double posting when it's not required. :wink:
 
Makenshi said:
Grayswandir said:

Damn... that is SWEET! I'd pay (if I could) to see Tycho use this coat with all armors except power armor. I'd never give him power armor, hehe.

Sweet yes...finished no. It would very difficult to edit a critter like that, especially with all of the weapons - attacks. Grayswandir could probably do a few basic things, but 160 different animations...good luck. :wink:

@Sduibek - I think if the new critters for Ian and Tycho were brought into Fallout as unique NPC critters - just for those two, then the rest of the critters that share their appearance could remain as originally designed for the game i.e - Long hair critter with blue pants, etc. It would mean making new proto types for 2 new fallout 1 critters, something I don't know how to do at the moment.
 
Grayswandir said:
I wish there was a way to make his look match his decscription... when you first meet him he's described as wearing a trenchcoat and gasmask
Like this?
image.php
One little detail; Tycho is described as "a man in dusty leather armor with a trenchcoat and gas mask". This description does not necessarily say he always wears the gas mask. And, Pixote is right. It would be a monumental task to create all the frames of animation necessary for all the weapons and actions for this critter. It's not impossible but it would require a serious commitment of time and effort to completely finish this critter.

It would be a beautiful critter, though, if someone did that. :ok:
 
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