Is it possible to build NPCs in the map editor?

FLuAA

First time out of the vault
I want to make a lot of soldiers in FO2. Is it possible to make a mobster act as Myron? I have made critters with cassidy script, but it wont follow me and he cant hold items.
 
Re: Is it possible to build NPC's in the map editor?

FLuAA said:
I want to make a lot of soldiers in FO2. Is it possible to make a mobster act as Myron? I have made critters with cassidy script, but it wont follow me and he cant hold items.

There are a bunch of things that need to be configured to make new party members. The entries in party.txt specify which critter object numbers are for the party member, how often they level up, and which new critter proto to switch to on level up (among other things). AI.TXT defines AI packets for party members set to different settings (aggressive, coward, etc). If you look at the commands related to party members in command.h, you'll see that the game needs to have pointers to party members in order to make them wait or follow etc.

I suggest that you look at Jargo's friendly klint mod for an example of how to make a new party member.

http://www.nma-fallout.com/forum/dload.php?action=file&file_id=151

Use a DAT tool to extract the contents of that mod and look at how he did it....
 
There's also Dodger's Customizable NPC mod, which is an upgraded version, you should look around the forum.
 
If you just want to make soldiers allied to the player on a single map that's a lot easier; just make sure their script sets their team to 0 and make them stay close to the player. You can't do that using only the mapper, though.
 
Per said:
If you just want to make soldiers allied to the player on a single map that's a lot easier; just make sure their script sets their team to 0 and make them stay close to the player. You can't do that using only the mapper, though.

Another idea ... you can spawn soldiers using create_object_sid command and in the script set the team to zero. A map script could do this without any manual critter placement in the mapper.

One thing I did recently was change random encounters on the world map so caravans have dogs on their teams, and so do many others, some even have trained wolves on their team. On first trial the canines were talking though ... hehe. Had to check what critter FRM and only talk if human.
 
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