Even Killap never replied when I asked if it would be a good thing if somebody made Lootable armor mod compatible with Restoration project, I went ahead and made it compatible with RP.
Statistics: total of 206 scripts edited, 152 RP scripts patched, 54 scripts only present in original F2 patched.
First some things to note:
Minimum skill requirements used here are the same as in megamod (if most of RP players or Killap thinks they should be changed - they will be changed; armor PIDs provided in brackets for other lazy RP devs):
Installation
For RP Developers
Some things to note before proceeding:
Files
All the SSLs used (206 scripts):
Mirror #1
Mirror #2
Mirror #3
Only SSLs, which replace RP scripts (152 scripts):
Mirror #1
Mirror #2
Mirror #3
Only SSLs, which do NOT replace any RP scripts (54 scripts):
Mirror #1
Mirror #2
Mirror #3
Patch showing all the changes:
Mirror #1
Mirror #2
Mirror #3
Patch showing only the changes made to Killap's scripts:
Mirror #1
Mirror #2
Mirror #3
Patch showing only the changes made to original F2 scripts:
Mirror #1
Mirror #2
Mirror #3
Original lootable armor mod
Statistics: total of 206 scripts edited, 152 RP scripts patched, 54 scripts only present in original F2 patched.
First some things to note:
- I am new to Fallout modding;
- Unlike the version used in megamod, this one completely implements skill requirements and ALL of the scripts were ported;
- None of the scripts present in megamod were used;
- Important section from README provided in original lootable armor:
Code:Basically, if a character looks like he is wearing a type of armor, you will see that type of armor in the inventory of the character's dead body. There are a few exceptions, as some NPCs have the ability to camouflage their armor. That is to say, they appear to be wearing one type of armor but actually have the protection stats for a better type of armor! The Chosen One will automatically correct for this subterfuge when he/she loots the dead body. You will encounter this phenomenon, for example, if you choose to terrorize Vault City. Notable exceptions: 1. The troopers found dead at Klamath Canyon had chosen not to wear any armor until landing their Vertibird and thus do not wield any armor. (The suits of armor are either supposedly sealed within the crashed Vertibird or disintegrated beyond repair from the horrific crash!) 2. The Mysterious Stranger (from the Perk) will "disappear" as mysteriously as he/she appeared when he/she dies. Weapons, ammo, armor, stimpacks and anything in his/her inventory will instantly vanish as the life force of this helpful stranger ceases. Though you would still see the dead corpse, no inventory can be recovered from it.
Minimum skill requirements used here are the same as in megamod (if most of RP players or Killap thinks they should be changed - they will be changed; armor PIDs provided in brackets for other lazy RP devs):
- Robes - 30 repair (113)
- Leather jacket - 50 repair (74)
- Combat Leather jacket - 55 repair (265)
- Leather armor - 60 repair (1)
- Leather armor Mk II - 70 repair (379)
- Metal armor - 80 repair (2)
- Metal armor Mk II - 90 repair (380)
- Combat armor - 110 repair (17)
- Combat armor Mk II - 115 repair, 75 science (381)
- Brotherhood armor (239) (not used by any critters; can only be found in Brotherhood bunker in SF)
- Tesla armor (240) (not used by any critters; can only be bought in SF)
- Power armor - 130 repair, 110 science (3)
- Hardened Power armor (232) (not used by any critters; only Crocket in SF can make them)
- Advanced Power Armor - 140 repair, 120 science (348)
- Advanced Power Armor Mk II - 150 repair, 130 science (349)
- Horrigan's Armor (554) (decided not to implement because: not implemented in original lootable armor mod; as pointed out by B-2Admirer Frank is cyborg; he is a lot bigger than The Chosen One; not even sure it's implemented in megamod)
Installation
- Download precompiled binary files from one of the mirrors:
Mirror #1
Mirror #2
Mirror #3 - Place them in Fallout 2/data/Scripts folder OVERWRITING the scripts already present there (Linux users should use "lowercase" script provided below in developer's section BEFORE copying new files because aBc.int != AbC.int in linux and some of the files won't be overwritten)
- Optional: if you want to loot armor from corpses in SAD WITHOUT any skill check, copy DEPOLV1.map to Fallout 2/data/maps from original lootable mod.
- Enjoy!
For RP Developers
Some things to note before proceeding:
- Noid compiler was used to decompile and compile the scripts and, because it produces a bit different ssl files compared to those you get with int2ssl, they will NOT compile with sslc;
- Noid compiler can only compile when used with ruby 1.6 (ruby1.6 windows exe is provided with the compiler and Ubuntu/Debian Linux users have to install libruby1.6 and ruby1.6 packages)
Bash scripts I used to compile and decompile files (replace /path/to/ with correct paths):
Code:#!/bin/bash find -iname "*.int" | while read file do ruby1.6 "/path/to/decompile" "$file" done
Code:#!/bin/bash find -iname "*.ssl" | while read file do ruby1.6 '/path/to/compile' "$file" done
- Even I wiped out most of the code which shouldn't be in the patches (original lootable armor mod included some fixes for original f2), there can still be some left.
- Original lootable armor mod will only decompile if some zeros at the end of the files will be stripped (extra zeros were added to ALL the files in the archive so it's not a problem with compiler, but most likely file corruption (I guess there is no way to know that as the mod is 5 years old) ). Here is a bash script I used to do that:
Code:#!/bin/bash find -iname "*.int" | while read file do sed -i '$s/\x00*$//;' "$file" done
- Devs using linux should lowercase all the files first. Here is the script, I used for that:
Code:find . -name "*" -print | grep -v '^.$' | grep -v 'p.sh' | (while read OLD_FILE_NAME do echo "OFN: " $OLD_FILE_NAME if [ -f "$OLD_FILE_NAME" ] then FILE_NAME_PART=`basename $OLD_FILE_NAME` DIR_NAME_PART=`dirname $OLD_FILE_NAME` echo "FNP: " $FILE_NAME_PART echo "DNP: " $DIR_NAME_PART FILE_NAME_PART_LOWER=`echo $FILE_NAME_PART | tr '[A-Z]' '[a-z]' ` NEW_FILE_NAME=$DIR_NAME_PART/$FILE_NAME_PART_LOWER echo "NFN: " $NEW_FILE_NAME mv $OLD_FILE_NAME $NEW_FILE_NAME fi done)
Files
All the SSLs used (206 scripts):
Mirror #1
Mirror #2
Mirror #3
Only SSLs, which replace RP scripts (152 scripts):
Mirror #1
Mirror #2
Mirror #3
Only SSLs, which do NOT replace any RP scripts (54 scripts):
Mirror #1
Mirror #2
Mirror #3
Patch showing all the changes:
Mirror #1
Mirror #2
Mirror #3
Patch showing only the changes made to Killap's scripts:
Mirror #1
Mirror #2
Mirror #3
Patch showing only the changes made to original F2 scripts:
Mirror #1
Mirror #2
Mirror #3
Original lootable armor mod