Infinite NPC party members mod?

Corpse, what are all the NPC script files?
(Or if you wouldn't mind would you be willing to e-mail me the altered files since I probably wouldn't be able to do it myself?)

If not then this is what I can figure out is their scripts so far;
Lenny------------------gclenny.int
Sulik--------------------kcsulik.int
Dogmeat--------------ecdogmet.int
Goris-------------------ocgoris.int
Myron------------------nhMyron.int
K-9---------------------CCK9.int (CCFAK9.int ??)
Cyber Dog------------(SCSUPMUT.int ??)
Vic----------------------dcVic.int
Cassidy----------------vccasidy.int
Marcus-----------------hcmarcus.int
Skynet Robot---------??
 
Hey could you alter the condition so it recognizes multiple levels of the trait that allows an extra party member (if you cheat extra levels into it)?
 
Don't know, I haven't tried but I pressume if you did that, you may have to create more subroutines for each level of that perk.
 
Not really, the script is shared by all level creatures... What changes is the PRO you assign depending on the level si that all the stats of the leveled up creature matches no matter the armour.
 
OH right, I forgot about that, yeah you could... When you check for the trait, isntead of using it as true/false, you make some equation out of it and it should indeed work out. But then the engine doens't normally allow you to do that, so there's little point in such a mod.
 
Preliminary Patch working!!!!!!!

I think I may have stumbled onto some sort of success using the Ruby compiler!

I have now compiled a patch that will allow 10 functioning party members! All party members function correctly except for Goris, Miria, and Davin (Pariah Dog not tested yet...). The 10 that 'work' will also re-join me after I tell them to wait, despite the fact that I still have 9 party members :)

For experimental purposes, my character had to be good-hearted, as certain party members will still suddenly desert/turn hostile on me if I become or refuse to join my party in the first place if I am evil.

After I talked to him about everything and asked him to come along, Goris initially joined. I moved around but he wouldn't follow me. He was like a bump on a log. When I ascended to Vault 13 level 1, Goris was there, but he still wouldn't move as I moved, even when I told him to stay close to me. Then finally in Broken Hills, I told him to wait for me. He agreed. However, when I tried to talk to him again, nothing happened -- no dialog screen, no floating text! It's as if he's forever doomed to be a bump on a log... This COULD be caused by the fact that I spoke to him before fixing the voice computer, but I'm not for sure...

With Miria and Davin, I removed the 'else if' statement that checks to see if the player character is/was married and produces floating text if that is true. This was an attempt to make it possible to marry BOTH the siblings (Hear hear for 'The Mormon One'! hehe), but deleting that 'else if' statement also turned them into bumps on a log -- no floating text, no dialog screen, as if they were ignoring the player character completely.

A note about K-9: Although he functions correctly after I installed the K-9 motivator, his quest seemed messed up after I killed Dr. Schreiber. Instead of telling me that he needed his motivator, he immediately asked me, 'What do we do now, master?' and I had the options to heal himself, wait, change distance, etc.! He still did not follow me around before I installed the part, but after I installed it, I got the standard 3500 XP, and he thanked me with floating text and immediately became a party member that functioned normally.

NOTE: The above was tested with a character that had 10 charisma. I do not know what would happen with a 1 charisma character. Also, the Goris 'bug' may have been a random occurrence (like invisible party members after making out with the Bishop women), but again, more testing is needed...
 
Please ship that patch/mod to me so I can post it on NMA (odin@nma-fallout.com)..
 
Party Member scripts

Platter said:
Corpse, what are all the NPC script files?
(Or if you wouldn't mind would you be willing to e-mail me the altered files since I probably wouldn't be able to do it myself? (platter6 at hotmail.com))

If not then this is what I can figure out is their scripts so far;
Lenny------------------gclenny.int
Sulik--------------------kcsulik.int
Dogmeat--------------ecdogmet.int
Goris-------------------ocgoris.int
Myron------------------nhMyron.int
K-9---------------------CCK9.int (CCFAK9.int ??)
Cyber Dog------------(SCSUPMUT.int ??)
Vic----------------------dcVic.int
Cassidy----------------vccasidy.int
Marcus-----------------hcmarcus.int
Skynet Robot---------??

K-9 does use CCK9.int
Cyber Dog uses scrobo.int
Skynet Robot (with Cybernetic Brain) uses wcbrnbot.int


Hope this helps
 
Shipping this patch

The patch is 2.3 MB in size, and my e-mail account will not allow for that big of an attachment. I shall have to send it to you in five 500 KB file chunks, created using WinZip. I shall create a readme.txt file, a screenshot showing the player character and the big army of NPC's 8) , and maybe restore Miria and Davin's original scripts so that the player can talk to and/or marry one of them. If Red, Corpse, or myself figure out how to get BOTH to join the party, there may be another patch coming...
 
Size of Patch due to the official 1.02 Patch

I included all the files from FO2's original Patch000.dat. The only difference between the original patch and my Party Members Patch lies in the modified *.int files for potential party members.

I did this because I was concerned that if I only dat-packed the modified *.int files, I would lose all of Interplay's official 1.02 bug fixes (and pretty important ones at that) when I ran my patch, since fallout2.exe will only read from one patch file, namely patch000.exe.
 
You should make 2 versions.. one with and one without it, so you could use "mod enabler" or FAME with it and feature a smaller download (since you don't need to include the core patch0000)
 
Problem with the NOID compiler

The NOID compiler (Ruby interpreter) will not accept the syntax:

if (variable != 0 == 0) then

but will compile when that segment is changed to

if ((variable !=0) == 0) then

In editting all the potential party members' scripts, I had to 'fix' all similar conditional statements like this one before the NOID (Ruby)compiler would compile the .ssl back to a .int file.

However, when tinkering with mcmiria.int and mcdavin.int, I decided to decompile the original .int files from the official patch using NOID, and only correct the 'faulty' conditional statements above while leaving everything else alone (including the else if statement that checks the player's Married status). Then I recompiled using NOID, and restarted my game, running this patch with MOD RUNNER. However, the same thing happens (Miria/Davin don't even speak to the player character (Charisma 10))! And that's just for correcting the questionable syntax of if statements!

Thus, I am not sure if the NOID compiler is interpreting these scripts like the developers intended for them to be interpreted.

In the meantime, do any of you know of another free script compiler/decompiler that I could possibly use to tweak these files?
 
Um... There's IPP/DEC which you can find on DaC, but more importantly there's the OFFICIAL COMPILER WITH SCRIPT SOURCE (though this source is metioned to be from unkown origins -- ie: not necessarely the latest version -- because of backup problems).

I'd go hop into the FO moddign forum on DaC as it's there that NOID originally posted his mapper and (used to) check for feedback. Last I remember though NOID fixed the bug you mentioned... So also make sure you have version 1.01 and not 1.0...
 
You guys wanted a screenshot of the big army, here it is:
scr00004.jpg
 
Nah, just a classical referral URL block from the hosting site.

Right-click on it, select properties, then take the URL and paste it in a new browser window.

Alternativly you could do something similar whilst quoting the original text.

Must be damn annoying having that army with you passing through buildings :P
 
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