Frame delay.

Wild_qwerty said:
I have just about completed converting all the FOT weapons and ammo into FRM format along with the FOT leather armourand some improved version of the environmental armour.

Wow, very cool!

Wild_qwerty said:
Any volunteers to rename all these files? There are couple of hundred probably :)

I will volunteer to rename them and make protos for them. But we need another volunteer to get or make the specs for the weapons. The info that is needed is like this. We need name, description, cost, 1 or 2 handed, attack modes, damage, range, % criticial fail, minimum strength, movement point cost (AP), ammo type, and ammo capacity. We also need skill requirements (big guns etc). Can this info be obtained from FoT and is someone willing to get it?
 
You might want to contact Corpse, he's allready done quite a bit of that.

He has this spreadsheet that has TONS of differnt weapons on it, including many FoT ones, complete with the specs and such.

Id send you my copy, but its labeld with stuff for the Fanout mod.........


Just PM corpse (Ill send him here if I see him on IM, though hes likley to see this on his own.)
 
Another issue re weapons is sounds for them. I haven't figured out yet how a sound code "J" (for example) maps to an actual sound file name. Does anyone know? The mapping to FRMs is in the .lst files but I don't see list files for sounds. There must be either a configuration file or some kind of special naming convention for them.
 
I remember asking about this in a very old thread and here is what I found.

I found the weapon sound effects and it looks like its not possible to add new sounds; I also found the Sound ID does not refer to the Sndlist.lst file but to the third letter on the acm file name which is the ID (Example: Minigun Sound ID: 76=4Ch (4Ch ASCII character = L) so the fire SFX for minigun would be WaL1xxxx1.acm (the second letter on the name is the id for the action ( a=fire, r=reload, etc)). If you look at the mapper you notice the Sound ID box lists ids 0-9 then A-Z and finally some symbols (!, @, #, $, _) so it looks like you can only replace existing sound effects and not add new ones.

Maybe there is a way to work around this and add new sounds, if these sound ids are not defined in any internal list just try naming the new files following the same pattern (if last sfx uses the id _ (5Fh) then use next characters in the ascii table: `, a, b, c, (60h, 61h, 62h) so the new file would be called Wa`1xxxx1.acm, Waa1xxxx1.acm and so on) This would mean you could not use the official mapper to edit the Sound ID on the prototype but you would have to do it with a hex editor.
I haven't tried this but it might be worth to give it a go so if any of you guys know any other way to add new weapon SFX, I would like to hear it.

Here is a link to the full thread.
http://www.nma-fallout.com/forum/viewtopic.php?p=164983#164983

BTW, if you want a copy of that weapons DBase, I'll upload an unlabelled version a bit later and PM you the link.
 
Corpse said:
BTW, if you want a copy of that weapons DBase, I'll upload an unlabelled version a bit later and PM you the link.

Yes, that would be greatly appreciated, thanks.
 
Corpse said:
use next characters in the ascii table: `, a, b, c, (60h, 61h, 62h) so the new file would be called Wa`1xxxx1.acm, Waa1xxxx1.acm and so on) This would mean you could not use the official mapper to edit the Sound ID on the prototype but you would have to do it with a hex editor.

I will try this soon. I have already edited about 700 proto files (critters and items) with a hex editor :shock: so a few more won't kill me LOL There are 128 different ascii characters that can be represented in one byte, so in theory we should be able to add lots more. I hope.
 
Wild_qwerty said:
I have just about completed converting all the FOT weapons and ammo into FRM format along with the FOT leather armour

Is there a ground frame for the leather armor? You had them for the other FoT armors.
(I only used the NW oriented ground frame for the other armors).

Edit: there was ground frames for the FoT power armor, environmental, raider, and reaver armors. None for the tesla or leather. I used the FO2 metal ground frame for the FoT tesla, I could use the FO2 leather here, or is there FoT ground frames for metal and leather armors?

Also, we now have 4 leather armors, 2 from FO2 and 2 from FOT. I guess I could make Mark 1,2,3 leather ... or I could make the FoT ones something different like some kind of wasteland hide armor (centaur hide or something) ... or does anyone have any ideas as to what to do with these 2 new leather armors?
 
I say make the FO:C leathers weaker armors than the FO2 leather armor. Also, make the FO2 leather jacket much weaker, ditto the combat leatehr jacket

Light leather armor: A light suit of leather armor. Not the most protective, but light weight and not as hot to wear in the wasteland as regular leather armor.

Improved light leather armor: An improved version of the light leather armor, with an extra layer of leather.

So this way, the new order of armors would be as follows


Leahter jacket
combat leather jacket
light leather armor
improved light leatehr armor
leather armor
leather armor Mk2
metal armor
metal armor Mk 2
Tesla Armor
Tesla Armor Mk2 (Craptics one)
Combat Armor
Combat Armor Mk2
brotherhood armor
power armor
Hardend Power Armor
adv power armor
Adv power armor Mk 2



Or, if you insist on draging the Craptics reinder armor into this......

Heres descriptions to use for the antler armor

Salvaged Power Armor: A damanged suit of power armor that has been heavily repaired. Its hydraulics are damaged so it adds very little to the users strength as well as making the user less agile, as well as not protecting as well as standard armor. Only a +1 to Strength and -1 to Agility. Lower the resistences slightly below those of regular power armor.
Salvaged Power armor Mk 2: An improved version of regular salvaged power armor. the Hydraulics are in decent condition, allowing the user to get a slight bost to St and have no loss of agility. +1 to Strength. Resistances are better than regular salvaged power armor.

Leahter jacket
combat leather jacket
light leather armor
improved light leatehr armor
leather armor
leather armor Mk2
metal armor
metal armor Mk 2
Tesla Armor
Tesla Armor Mk2 (Craptics one)
Combat Armor
Combat Armor Mk2
brotherhood armor
Salvaged Power Armor
Salvaged Power Armor Mk2
power armor
Hardend power armor
adv power armor
Adv power armor Mk 2
 
dude_obj said:
Also, we now have 4 leather armors, 2 from FO2 and 2 from FOT. I guess I could make Mark 1,2,3 leather ... or I could make the FoT ones something different like some kind of wasteland hide armor (centaur hide or something) ... or does anyone have any ideas as to what to do with these 2 new leather armors?
Either keep them as Brotherhood produced armour, treated to give better protection that normal leathers, or something flashy like deathclaw hide.
 
yea, deathclaw hide or BOS Leather armour would be nice :)

Also I dont think you can chnage the 'perks' on the power armour too much PS as you just ad a special perk to the proto (power armour perk etc...) and the perks are harrd coded, so its a bit hard to -1 agility
 
Wild_qwerty said:
yea, deathclaw hide or BOS Leather armour would be nice :)

Also I dont think you can chnage the 'perks' on the power armour too much PS as you just ad a special perk to the proto (power armour perk etc...) and the perks are harrd coded, so its a bit hard to -1 agility

These armor perks are available in the prototype editor:

Combat Armor
Powered Armor
Armor Advanced I
Armor Advanced II
Armor Charisma
Dermal Impact Armor
Phoenix Armor Implants
Expert Excrement Expediter (no wait)
hee hee that last one is actually available

You can't -1 agility ... but it might be possible to do that with a script ... if the armor is equipped mod the trait

I like the deathclaw hide idea. I think I will call the new leather Claw Hide Armor.

I am working on the pistols now, and 5 of them (semi automatics) have single fire (4 AP) and triple fire (5 AP) modes. I don't think it makes sense to use burst for them, but they are fast shooting guns (beretta etc). So I'm going to use single fire only with AP adjusted to 3 for these.

I made a Plasma Pistol Mark II from the one in FoT, better damage, range, and ammo capacity. And I used the FN FAL image for the FN FNAL HPFA. I will initially only use existing FO2 projectile anims, later I will explore changing some to the FoT versions.
 
PsychoSniper said:
But of you were using a seprate .exe (such as for a mod) it would be doable, correct ?

Not unless you use something like Ianout with source code. We can't really add new code in binary, and not much is known about how perks are handled in the FO2 engine.
 
I tried the "Armor Charisma" perk on one of the armors. It makes your charisma go up by 2! I don't remember that perk being used anywhere in the game. Perhaps that would be a good one for the spiffy deathclaw hide armor. Hmmm it would be cool if you actually had to kill and skin a deathclaw and then get someone to make the armor for you.
 
I listed the perks above, but unfortunately I don't know their effects! All I know is that those are the ammo perks available in the prototype editor, and these are the ones that I see used in FO2:

Combat Armor - Tesla, Combat, Combat MK2, Brotherhood
Powered Armor - Power Armor, Hardened Power
Armor Advanced I - Advanced Power Armor
Armor Advanced II - Advanced Power Armor MK2

Not sure what these perks actually do. The proto specifies the resistances and damages thresholds. Perhaps they only set the strength modification, and perhaps charisma too.

I'm also not clear on what many of the gun perks are, these are not ones the player chooses, they are assigned to guns. For example some guns have the "weapon accurate" and some have "weapon long range". I'm having trouble deciding which perks to assign to the FoT guns. I don't see perks on any of the pistols or rifles that I have looked at so far from FoT.
 
dude_obj said:
I tried the "Armor Charisma" perk on one of the armors. It makes your charisma go up by 2! I don't remember that perk being used anywhere in the game.
Probably just wasn't used, maybe they intended to use it like the mirrored sunglasses.

dude_obj said:
and these are the ones that I see used in FO2:

Combat Armor - Tesla, Combat, Combat MK2, Brotherhood
Powered Armor - Power Armor, Hardened Power
Armor Advanced I - Advanced Power Armor
Armor Advanced II - Advanced Power Armor MK2

Not sure what these perks actually do. The proto specifies the resistances and damages thresholds. Perhaps they only set the strength modification, and perhaps charisma too.
Try making several test protos of the same armour and then add a different perk to each and see what it changes.

dude_obj said:
I'm also not clear on what many of the gun perks are, these are not ones the player chooses, they are assigned to guns. For example some guns have the "weapon accurate" and some have "weapon long range".
The sniper rifle has weapon long range IIRC. I'd presume these give positive or negative bonuses to your chance to hit or perhaps for the sniper rifle weapon long range affects your accuracy at targeting people at close range.

dude_obj said:
I'm having trouble deciding which perks to assign to the FoT guns. I don't see perks on any of the pistols or rifles that I have looked at so far from FoT.
How do you mean looked at? FOT uses a slightly different system so if you are looking at them in the FT Tools then I guess the equivilent for most of them would be under weapon mode the range type. Short, long, only long, and scoped.
 
For the FO2 weapons perks, I recomend starting with the hunting riffle/scoped hunting riffle, since your close range accuracy is nuked once the scope is added.
 
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