Fallout 2 mod Interface Mod?

desertking

First time out of the vault
Hello,

is there any interface-mod for Fallout 2 like for FONLINE?

Example:
L55gV2A.png


https://forum.fonline-reloaded.net/index.php?topic=7514.0

I like those styles. It's more clear and shows more AP etc.

Best Regards
DK
 
Nope. Half-transparent images aren't possible and moving elements around requires certain hacking skills. It's so much work, I doubt anyone would ever bother.

If you want to see more APs, you can set "ActionPointsBar" in the ddraw.ini to 1, but that's it.
 
Hey, thanks for pointing out. I don't have that line in my ddraw.ini. Is it supported by the Restoration Project 2.3.3?
 
You need to update sfall to 4.1.9 or newer. Just remember do not overwrite your ddraw.ini with the one in the package, and check the readme first.
 
Nope. Half-transparent images aren't possible and moving elements around requires certain hacking skills. It's so much work, I doubt anyone would ever bother.

I can't remember exactly the people that made it (a quick search shows that some members of the TeamX community are behind the mod, one of them being "$py"), but long ago they made a crafting menu for Fallout 2. Its design was simplistic, using a dark color in the background, and I believe it used the same font of the dialog boxes (Fallout 1/2).

That, and the "Olympus 2207" TC mod (that changes the visual of lotsa things) are the only things that come to mind.

It's probably not the only thing that's easier to customize in the "FOnline" engine! I remember some "new" critters in that game (original Fallout critters, with different colors).
 
It's just replaced graphics and spawning new windows. Of course you can do that. What you can't do is crazy modifications like shown in the FOnline screenshot above.
 
It's probably not the only thing that's easier to customize in the "FOnline" engine! I remember some "new" critters in that game (original Fallout critters, with different colors).
Critters skins handling is 99% the same in FOnline as it is in Fallout - what you see in 1st can be used in 2nd, and other way around. Key difference between both, and one of reasons why you see recolorized skins more often in FOnline is playerbase. FOnliners - both devs and players - are simply less strict when it comes to new/old-tweaked/recycled content.

If you go to Fallout2 modder and tell him you want to play with Buster's skin, you'll hear dozens of crappy excuses why it's impossible and exactly how many frames you need to create/edit first to make it playable. If you go with same request to FOnline server dev, you have a high chance to hear what weapons you won't be able to use followed with "oright, let's do this". And in some cases you don't even have to ask - some servers allow freely using incomplete skins since years. It's up to player to decide if they're fine with possible restrictions. Good luck seeing such approach in Fallout modding world :>
 
It's just replaced graphics and spawning new windows. Of course you can do that. What you can't do is crazy modifications like shown in the FOnline screenshot above.
I was agreeing! What the OP is requesting is not "straighforward", like perhaps is, in the FOnline engine.
And when someone visits the page he linked to, it's hard to deny some advantages of that engine (I like how you can move the "equipped weapon" icon, to the right corner of the screen, and that part of the UI was made invisible, allowing you to see a larger area of the map).
Unfortunately, not many modders were interested in working on new single-player mods, using that 'tool'!
 
Critters skins handling is 99% the same in FOnline as it is in Fallout - what you see in 1st can be used in 2nd, and other way around. Key difference between both, and one of reasons why you see recolorized skins more often in FOnline is playerbase. FOnliners - both devs and players - are simply less strict when it comes to new/old-tweaked/recycled content.

Interesting, I had the impression that the reason there was so many custom sprites (there's a lot of fan creations, in the forum) was because the creation process was simplified, in some form! I never made new sprites for that "MMO" Fallout game, just played for some months with a couple of friends.

If you go to Fallout2 modder and tell him you want to play with Buster's skin, you'll hear dozens of crappy excuses why it's impossible and exactly how many frames you need to create/edit first to make it playable. If you go with same request to FOnline server dev, you have a high chance to hear what weapons you won't be able to use followed with "oright, let's do this". And in some cases you don't even have to ask - some servers allow freely using incomplete skins since years. It's up to player to decide if they're fine with possible restrictions. Good luck seeing such approach in Fallout modding world :>
There's some people like you mentioned over there, as well. I guess the lesson, if you're a modder, is to not be easily discouraged, as you cannot really avoid people like that.
 
Hehe, but Koniko is right there, as linked topic is about making completely new set ;) I'd be happy if modders made a new set for existing NPC skins from time to time (like Lexx did with YellowPantsGirl recently) instead of trying to add something totally new [and giving up shortly - i've seen it way too many times] or recolorizing CombatArmor for 137434th time :p
 
Recolouring is the easiest and ugliest solution for new critters, true lunatics edit each frame by hand...:tired:

After Mutants Rising is finished I think I'll make a few new critters for gamers, just secondary critters to add more flavour to the world of Fallout...oh yeah Mr. Blackie needs to be built as well.
 
Hehe, but Koniko is right there, as linked topic is about making completely new set
Tell that to the person who made a My Little Pony* playable character, for Fallout 2. . .
Not an entire team, just a fan of that show, that decided to create a completely new set, alone.
If making new characters were always a painfully slow journey, he would've given up on that project - it's "for teh lolz". :)
It would be a "pain in the ass" like Koniko said, if the user he replied to, wished to complete the (holding/attacking/reloading/etc) animations for all the melee weapons, firearms, and other animations that Marcus is missing (like climbing a ladder), in such a way that the player can control him to the end of the game, without a single CTD, due to an incomplete animation. And trying to make the sprites without a loss in quality, constantly comparing what he's doing, with the original sprites for the super mutant.

I made new sprites for the "Tarzan" critter (male Chosen One, before getting a Vault suit), adding knife animations for him. Things like stabbing, and idle animation (throwing the knife upwards).
I KNOW it's tough, to make the frames as close to the original models as possible. And I know that unlike me, some people don't mind the SF peasant, casino bouncer and other things that, to me, might as well be permanently removed from the sequel, and will create / edit critters, without caring too much about how good their sprites look. Nobody is FORCING ME TO DOWNLOAD them, so it's all fine! :)

* Yes, you read that correctly!! :D It's a crazy, crazy world.
 
Didn't someone make the missing hero tribal animations already a few years ago, based on the Sulik critter?
 
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