Long Hair Dude

Lexx said:
Then you have installed it wrong. That's why sfall and the strange folder structure is needed. Just copy&paste that stuff into your Fallout 2 folder and see what happens. Also install the latest sfall version. (I didn't tested the graphics in Fallout 2, but I assume it works that way.)
That's exactly what I did and I am getting the exact same problem.
 
GlowHound said:
It's only supposed to replace the player's hero, right?

Because it replaced everyone who uses the male hero model.

PastaMasta said:
Lexx said:
Then you have installed it wrong. That's why sfall and the strange folder structure is needed. Just copy&paste that stuff into your Fallout 2 folder and see what happens. Also install the latest sfall version. (I didn't tested the graphics in Fallout 2, but I assume it works that way.)

That's exactly what I did and I am getting the exact same problem.

I had not tested the mod, but i just did, and you're right: all npc's using the male hero model also get replaced. :x

I guess that's the price to pay... :( unless someone has any idea on how to prevent that from happening (obviously, i have not) anyone? :puppy-dog:
 
The easiest way would be to rename all files and write in the ddraw.ini from sfall:

Code:
MaleStartModel=xy
MaleDefaultModel=xy

Problem with this: you need to copy&rename all other critters too. Robe, Power Armor, Combat Armor, etc.

I am not sure, but maybe it is possible to solve this with some other script. Like, if player is using armor x, change the basetype to graphic y. I know that we can change this with sfall, but I never tried it and especially not in the inventory/ active armor change.
 
Heh. Yeah, I have the latest sfall, and put the Appearance folder in the Fallout 2 directory and edited the .ini and all that, I made sure I had everything right for this mod =P

I'm glad it wasn't just me though.
If nothing can be done, then oh well, I can deal, but I'll have to stifle murderous rage because a lot of people are copying my look XD
 
Lexx said:
The easiest way would be to rename all files and write in the ddraw.ini from sfall:

Code:
MaleStartModel=xy
MaleDefaultModel=xy

Problem with this: you need to copy&rename all other critters too. Robe, Power Armor, Combat Armor, etc.

Is there something else that needs to be done with the above? cause i tried that and nope, nothing.

PastaMasta said:
Next up bald dude.

Nah... i don't know; what's the point in making unique-looking critters for the player character if the game is gonna keep recycling the animations and a trillion npc's will look exactly like you?? :irked:
 
Nothing else, just that. It's already written in the ddraw.ini. Check if it is maybe commented out with a "#". If yes, delete this and try again.

I know that it works, because I used it already back then, when Shattered Destiny has been released. ;)
 
Ok, i placed the long hair animations on the data/art/critters folder, and of course, they replace the standard hm animations as well as any npc's using those. If i change the naming from standard (warr, jmps, maxx, etc) to something else and then write those names on the sfall section mentioned above (MaleStartModel=xy MaleDefaultModel=xy) the game just doesn't "see" the animations. So i tried messing around with the critter.lst, but i'm guessing it involves more than just writing down the new names of the animations there, because there's also some numbers next to the other names on the list (which i'm guessing point to some other file(s)??).

How has the people who've added new armors for the player critter to their mods, done? Could it be made so that "new" items replace the original armors (jmps, maxx, lthr, metl), and they are tied to the long hair animations (with non-standard naming) instead of the default ones? and could this prevent all npc's from changing as well??
 
For the numbers: Just take as example the "warr" name + number, copy&paste it to the end of the list and change the name to your renamed file. Also make sure that they have exactly the same amount of letters. Not one more and not one less. This is important. Also take care that there is at least one blank line at the end of the file.

The idea with the items is bad, I wouldn't do this. It should work if you do it like written above: Rename the files (as example, hmwarraa to hmlwaraa), write the new names in the critters.lst in /art/critters/ and write stuff in the ddraw.ini too.

If this still doesn't work, I can maybe take a look at it, when I am back at home again.
 
So i tried messing around with the critter.lst, but i'm guessing it involves more than just writing down the new names of the animations there, because there's also some numbers next to the other names on the list (which i'm guessing point to some other file(s)??).

Mmm, I have never understood what the numbers are for... The first one seems to be the number of the model, but they have given up on using it it seems... The number of a model is its line number actually.

Unless I am wrong, sfall will help you only for the start appearance, each time you put an armor you would be back to the default appearance, right?
One possible solution until Timeslip does include a way to change all armor, I cant test it right now, but:
You dont need to create a new armor, just to change the values of the existing ones.
With the mapper, select an armor, on the bottom right you will see a table to change the stats and appearance of the armor. If your mapper is less bugged than mine you should see your model at the end, past Frank horrigan or the rp environmental armor.
If not, try to add your model in the ARTPID.H header file of the mapper.
There shouldnt be any use for a proto, but who knows...

If you want to go back to default appearance, create a default set of model with the same name as the hippie one, and put the one you want in the data .dir.

Hope it helps.

Fantastic work btw.
 
Grayswandir said:
Unless I am wrong, sfall will help you only for the start appearance, each time you put an armor you would be back to the default appearance.

Yes, you're right: i finally got it to work, thanks to Lexx's helpful indications, and by removing this sign ";" preceding the lines MaleStartModel=xy, MaleDefaultModel=xy, and then i realized what you're mentioning when testing; it only works for the starting appearances (and i'm guessing the stats are matching as well) and you go back to default the moment you put an armor on... :(

Grayswandir said:
One possible solution (...)

:confused: ... :lol:
 
Grayswandir wrote:
One possible solution (...)


...

Nah come on, it aint THAT hard :D

You just need one manip to change all metal armor mk1 into brahmin or rat armor... There are what, 8 armors (mk1,mk2, combatleather...)?

Its just that my mapper dont want to go past the bluerobe, but I have a nasty configuration so I don't know if its for everybody the same or just me...
 
x'il said:
Yes, you're right: i finally got it to work, thanks to Lexx's helpful indications, and by removing this sign ";" preceding the lines MaleStartModel=xy, MaleDefaultModel=xy, and then i realized what you're mentioning when testing; it only works for the starting appearances (and i'm guessing the stats are matching as well) and you go back to default the moment you put an armor on... :(
I suspect that this'll be something that Mash can take care of fairly easily in his half of the mod. Have you mentioned the problem to him yet?
 
I'll make a video promo for this mod if all goes as planned, preferably when the glitch gets fixed. Since I couldn't help with modding.
 
Timeslip said:
I suspect that this'll be something that Mash can take care of fairly easily in his half of the mod. Have you mentioned the problem to him yet?

I contacted him about it. I agree it should be fixable so sit tight people - Mash the Man will hopefully be on the case :D
 
Got your PM Josan,
I perhaps naively thought that the the hero models were only used by the PC. I only replaced a few frms while testing so I completely missed it. If you just bare with me a bit I'm sure I can work out a fix for the problem.
 
There's something I noticed with movement. Running, anyway.

I'm not quite sure how to describe it, but it's a kind of...drift? It's most noticeable when wearing Leather Armor and running in a solid south-east line.
 
GlowHound said:
There's something I noticed with movement. Running, anyway.

I'm not quite sure how to describe it, but it's a kind of...drift? It's most noticeable when wearing Leather Armor and running in a solid south-east line.

You mean this one?:

I see nothing wrong with it. Please elaborate.
 
Well, I first noticed it in Vault City, I kept thinking the movement looked kinda wonky. I lined him up on the path and had him run south east towards the exit in a straight line and noticed the Dude drifts slightly to the left, and when he stops he just kinda jumps right into the position he was supposed to be in.

I tested it later with all the armors and this happens with the south west direction for the Jumpsuit, and south west and east for the Leather Armor. The Leather Jacket and Metal Armor seem to be alright.

Although I suppose it's only really noticeable in longer strides. And maybe it's only me. *shrug*
 
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