[FO1 NPC mod] Tycho uses laser rifle? Glitch or feature?

Kreshna Aryaguna Nurzaman

First time out of the vault
I was roaming The Glow, fighting against the robots, when I gave Tycho a combat armor, an assault rifle, and a laser rifle. Tycho originally used a sniper rifle, but I wonder how effective he would be with an assault rifle. Thus, I told him to draw his best weapon, and then I took away his sniper rifle.

And then we attacked the robots.

But instead of using the assault rifle (as I originally expected), he used the laser rifle instead. And guess what? He is pretty good with it. He never missed during the combat, and the average damage he inflicted is about 18. However, at certain point, he stopped using the laser rifle and went to the assault rifle instead. It seems the laser rifle had been out of ammo.

So I took the party to LA Boneyard (the Gunrunners), buying as many as Micro Fusion Cell as I could afford, give them all to Tycho, and told him to use his best weapon again. And then we went to the Warehouse area (Deathclaws), but Tycho never used the laser rifle again! Instead, he stuck with the assault rifle.

After tbe battle ended, I took the assault rifle from him, and told him again to use his best weapon. But instead of using the laser rifle, he chose to use grenades instead. It seems the only way to make him use the laser rifle is to take everything he has, and leave him with the laser rifle as his only weapon.

What's wrong? Why can't Tycho use the laser rifle anymore? And why he used it in the Glow? Is it because Tycho's AI was smart enough to use the best weapon (laser rifle) for a particular type of enemy (robots), or was it a glitch?


Also, could anyone share a tip to hex-edit NPC stats in the savegame files? While I'm happy with the NPC mod, sometimes I got tired of being the only party member who can use energy weapons or big guns. I think it's quite cool if Tycho or Ian can use plasma rifle or rocket launcher, for example. I think if I can max out Tycho's Energy Weapon skill, he would be willing to use the laser rifle again.

Anyway, I'm using NPC mod v3.5.

Thanks,
-Kresh
 
This should be in "Fallout General Modding," because you're looking for technical help with a mod.

Nonetheless, I would guess that it's just a problem with the AI. In Fallout 2, where the AI is improved for these characters, I had several problems where I would give Cassidy good weapons-- a H&K CAWS, for example-- but after a while he would just switch back to the sawn-off shotgun.
 
Little Robot said:
This should be in "Fallout General Modding," because you're looking for technical help with a mod.
D'oh! My apologize. Feel free to move the thread accordingly.


Little Robot said:
Nonetheless, I would guess that it's just a problem with the AI. In Fallout 2, where the AI is improved for these characters, I had several problems where I would give Cassidy good weapons-- a H&K CAWS, for example-- but after a while he would just switch back to the sawn-off shotgun.
I see.

While we are at it, what keeps Ian from using assault rifle, for instance? From what I read from the character sheet (NPC mod), Ian has very good small guns skill. What kind of extra limitations imposed on NPCs, so that Ian and Katja cannot use rifles? Maybe they have one-hander trait?
 
Kreshna Aryaguna Nurzaman said:
While we are at it, what keeps Ian from using assault rifle, for instance? From what I read from the character sheet (NPC mod), Ian has very good small guns skill. What kind of extra limitations imposed on NPCs, so that Ian and Katja cannot use rifles? Maybe they have one-hander trait?

At least in vanilla Fallout 1/2, an NPC needs to have animation sprites for particular weapon types. According to Per's guide, Ian can only use knife, pistol, and SMG type weapons. Katja has spears, SMGs, and knives. I think all NPCs should be able to use "unarmed" weapons like brass knuckles as well.
 
Unlikely he really used a laser rifle, as he lacks the animation to use a big gun. Has been most likely a temporary bug, where the gun in his hands fired plasma rounds instead normal bullets.

None of the companions in Fallout 1 can use big guns.
 
I think Lexx if the animations are made, and added to the Fallout 1 critter folder, it should work fine. I gave the PC tribal the knife and hammer animations in Fallout 2, and named them accordingly, and they work fine. I was somewhat surprised, but maybe the scripting was designed to accept all of the potential animations, but BlackIsle simply didn't bother building all of the animations for each of the critters - (space constraints). I can't see why the NPC's in Fallout 1 can't have their weapon choices increased... :wink:
 
Kreshna Aryaguna Nurzaman said:
While we are at it, how difficult is it to hex-edit NPC stats in SAVE.DAT file? Any tips?
Maybe Vad can help you, try to ask in this thread. He is a maker of the F2 savegame editor.
 
valcik said:
Kreshna Aryaguna Nurzaman said:
While we are at it, how difficult is it to hex-edit NPC stats in SAVE.DAT file? Any tips?
Maybe Vad can help you, try to ask in this thread. He is a maker of the F2 savegame editor.
I have tried the F1 savegame editor. Very cool! While it cannot edit NPC stats, it is a very comprehensive and detailed savegame editor, where we can create items with ease.

Anyway, I'll ask Vad about NPC editing
.
 
Answer is simple. As it mentioned above, default NPC animation lacks some frames so some types of weapons are unusable. But since Kreshna Aryaguna Nurzaman used NPC mod and most probably changed armors on he's teammates, animation sequences were switched to different ones were lacked frames are present. So NPCs instantly got ability to use weapon types not intended for them initially. Mod limits that usage to follow origin by nullifying weapon skills corresponding to undesired weapon types. Tycho for example has 0 (zero) Energy weapon skill. But some rare times that trick doesn't work and NPCs still use guns which are not intended for them. Nothing currently could be done to fix this issue. Consider those rare cases to be results of battle rage or depair. :)
 
.Pixote. said:
I think Lexx if the animations are made, and added to the Fallout 1 critter folder, it should work fine.

Yes, it will work in this case. Always.
 
Update:

So I've been playing around with vad's Fallout 1 character editor (f1se). It has a feature that enables us to edit critters, so I start playing around with NPC stats.

I noticed something, though:

(1) I edited Ian's big guns skill, making it greater than his small guns skill. However, I need to take Ian's pistol away in order to make him use big guns like flame thrower or rocket launcher. If Ian has both pistol and a big gun, he insists to use pistol.

(2) In Tycho, it is so much different. I edited Tycho's energy weapons skill to be greater than his small gun skills. And when combat happens, Tycho instantly switches to laser rifle despite he still has sniper rifle with him. I don't need to take Tycho's small guns away in order to make him use energy weapons.

Why?
 
Anyway, I have to point out that all Fallout NPCs are lousy grenadiers. They will throw grenades despite there were allies next to the target, hurting foes and allies alike. Heck, they will throw grenades even when they are next to the targetm hurting themselves in the process.
 
So, any thoughts or comments regarding this?

Kreshna Aryaguna Nurzaman said:
Update:

So I've been playing around with vad's Fallout 1 character editor (f1se). It has a feature that enables us to edit critters, so I start playing around with NPC stats.

I noticed something, though:

(1) I edited Ian's big guns skill, making it greater than his small guns skill. However, I need to take Ian's pistol away in order to make him use big guns like flame thrower or rocket launcher. If Ian has both pistol and a big gun, he insists to use pistol.

(2) In Tycho, it is so much different. I edited Tycho's energy weapons skill to be greater than his small gun skills. And when combat happens, Tycho instantly switches to laser rifle despite he still has sniper rifle with him. I don't need to take Tycho's small guns away in order to make him use energy weapons.

Why?
 
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