Getting Started. Extract the tiles, entites and sprites etc.

Quick Question from a Newbie

I just recently got my hands on Fallout Tactics, and soon after attempted to mod. I had tried to mod the standard campaign but ran into a problem.

The mission files aren't contained in the mission-main_0.bos pack, they're in separate files (mis-core_A.bos, mis-core_B.bos) and any attempt to mod these files doesn't work.

Does anybody have any idea what might be going on? Any help would be appreciated.
 
ok the sticky sent me here with my problem( i seem to have alot),and it is about a TUT i was reding it said "- Place that entity in Mission 01 (Brahmin Wood) using the level editor. Set the "Player Index" to "1" for your recruit. i don't know how to do this.i fiddled around and found the brahmin wood level but i don't see a player index.
 
Click on entity edit, or press F4 then click on the actor you've just placed. On the left of the screen there will now be a window with the character's details. Near the bottom, scroll down if you have to, is the field for player index.
 
so i just put him anywhere on the level and then he will be in my recruit pool but not on the stage? i plan on going over the game again. and i don't know if it matters but i made a different variation of the pipboy to go in the pool when i encounter him on the world map. will they both go in there or will one overwrite the other? i made a different name for him too.
 
If you put a character in Brahmin wood, player index 1, it'll join your squad straight away. If you want it available in the recruit pool you'll need to edit the campaign file instead, and not add the character to any map.

The way pipboy is scripted you either get the one you meet if you've got room in your squad, or the one in the recruit pool later if you haven't. They are different and if you get the one you meet then the one in the recruit pool won't get activated.

Though if you get multiple pipboy encounters and have room in your squad you can get multiple pipboys.
 
so that means even if they have different names assigned to them it still will only let me have one until i get the encounter again? that sucks.well will i find the second encounter in the same square or somewhere else? i was going to have him be his perverted brother.and would i be able to make him to talk to me first before joining my group in the second encounter?

EDIT: ok he's in my party but i don't see a portrait.do i have to find him befre a portrait will show up?
 
The encounters are random, you can visit the same square again and again until you've gotten all the special encounters and crashed the game and never a duplicate of any encounter to be had. Or you can visit a dozen different squares and get a dozen of the same encounter.

They didn't want two versions of the same character, the same with the Brother's Grimm nothing sucky about it at all. What you'd need to do is edit the triggers to stop the recruit pool version being turned off or add your own triggers that generate the new character seperately.

If the brother has a different name it'll need a new portrait zar to match the character's display name.
 
so i could configure a portrait of vaultboy and rename it to pip and it would work with both characters?the thing i was aiming for was to have him be there when i met vaultboy and be able to talk to him. i was reading some walkthroughs and i thought if i placed him there with a click-talk then i could just make him playable after that ancounter and it would seem real.would that work?
 
There are two versions of the pipboy portrait already, core_rec_pipboy & core_pipboy IIRC.

You can place him on the same map and use force speech to make him talk to Pip, then use the similar triggers to make him join your party.

Just don't set the condition for the force speech trigger to use speech occured, otherwise you'll crash the game.
 
i don't think i ran across CORE_pipboy IIRC yet.where is it? well i'll look for it and then i'll do just that.thanks for the suggestion.
 
oh i already got that.i thought for a minute and realized i didn't need to find it.

EDIT: ok after all that work learning to do it, i finally got the pipboy encounter,and what happened is that when i left after all the talking was done pipboy was not in my recruit pool nor my party,as was the dude i made to go with him. the original pipboy talked like he should, but mine didn't say a word. and my party shot at the one i made when they were put on aggressive. What did i do wrong?
 
Did you have room in your party? And he doesn't show up in the recruit pool until late in the game.

Did you change the original pipboy's trigger for joining you in anyway?

If you're shooting at the new pip have you put him on a friendly player index or team?
 
yeah i had room, i had 5 in my group, and i wanted the one i made to go directly to the pool. i changed no triggers with him, but i did put some stuff on the groung to pick up.
 
If you haven't changed the original triggers the original pipboy should join your squad. New items on the ground wouldn't affect anything. Post the new triggers you've added for the new pipboy as they might be conflicting.
 
ok i completely took out the one i made so it's just the real one now. he talks like normal, you konw the " golly you guys look swell, mind if i join? no, great!" Then he starts walking towards the exit grid. Also i have a new problem. I skipped the pipboy for the time being to do the mission where you have to guard against a super mutant army for a nuke, and i killed all the commanders but it says i havn't. i walked around for about 20 min. and got bored and shot the leader(defcon i think his name was) well anyway after i killed him it said my objectives were complete, then the mission ended due to killing him.
 
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