Fallout 2 mod Lootable armor mod for Restoration Project

hakimio

It Wandered In From the Wastes
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:
  • 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
 
Nice job. I'm sure it will prove useful to some people out there.
 
Wow, awesome job!

hakimio said:
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.
Sorry, it is hard for me to get back to every question asked to me...
 
brother_soifran said:
I don't understand anything in your code, but it looks cool.
You don't need to understand the code to play with the mod. Just see the installation section ;)

killap said:
Wow, awesome job!
Thanks :)
So, will we see this mod as an option in RP installer? ;)
 
I like an idea of lootable armor. It makes skills repair and science even more useful than before :clap:
 
:clap: Well done! :clap:

I intended to go down that road myself (decompile scripts of the armored critters, add the code and compile them back) but looks like you finished the job before I even started 8-)

Thank you and best wishes to you :ok:
 
Hell yeah !
This was a important and a logical thing missing from Fallout.
Now looting is a lot better and repair + science really usefull.
Congratulations for job well done.
:clap:
 
I do not like idea when repair and science determine to looting armor from corpses. This is stupid idea.
How science and/or repair can be usefull when my dude is looting corpses??? :o

Better make the mod based on Luck or Outdoorsman skill and with some chances to find armor in good condition.

Lets repair be for repairing/making things and sccience will be for hack computers or run some advanced machines or for knowing (and dialogues with science persons).

However, the post about the mod is nice, and the idea of the mod is old but nice that someone digg this :D
 
Cubik2k said:
I do not like idea when repair and science determine to looting armor from corpses. This is stupid idea.
How science and/or repair can be usefull when my dude is looting corpses??? :o

Better make the mod based on Luck or Outdoorsman skill and with some chances to find armor in good condition.

Lets repair be for repairing/making things and sccience will be for hack computers or run some advanced machines or for knowing (and dialogues with science persons).

However, the post about the mod is nice, and the idea of the mod is old but nice that someone digg this :D

The point is that if you are looting armor from a cropse it will have been inevatably damaged, you know pierced by bullets, blown up from explosives, cut and torn from blades etc. In order to make the armor usable again it needs to be repaired which requires the repair skill. More sophisticated types of armor like power armor require scientific knowledge in order to be repaired and thus you need a good science skill. Makes perfect sense to me and I think it's a nice and logical addition to the game.
 
Hakimio, I would like to make one suggestion, although I don't know if my idea is possible.

As this is a rather significant addition to the utility of the repair and science skills would it be possible to make an addition to the discription of these skills in the character window? Just a small note hinting that these skills make it possible to loot armor from wasted corpses?
 
I'm not attacking your mod, but I don't understand why you need requirements to take armor off someone and put it on. Its not like its broken. All you have to do is slip it on. I mean, how hard could it be to to put on a leather jacket!? I've worn complicated things before in real life, and it didn't take a college education to figure it out. You'd have to be a brain dead idiot not to be able to put on a jacket or slip on a robe. I'm sorry but thats just ridiculous. You shouldn't need requirements until you start getting to armor that is complex and mechanical.

I was also thinking that if you have a manual in your inventory, you should be able to scavenge brotherhood armor without any requirements. They sell brotherhood armor manuals in the shops in China.

Sorry, but I strongly disagree with the way you've done this. Don't get me wrong though, I think its a GREAT idea. I've often wondered why I can't take someone's armor if they're not dead... but you shouldn't need requirements to do it. But the requirements are too high at the end of the list and should be non-existent for everything up to the powered armor in my opinion.

I welcome the thoughts and opinions of anyone who agrees or disagrees with me. I'd like to know your side and understand your reasoning.
 
As fortyseven mentioned, if you hit someone with a grenade, or flamethrower, or machine gun, their armor is not going to be in particularly good condition. A leather jacket is not very useful if you blew the guy up and only the sleeves are left. Similarly, shooting someone point-blank with a minigun will leave a gaping hole in their armor as well as flesh. The skill requirement reflects how much ability is needed to repair the armor so that it offers decent protection again. Power armor contains electronics, hydraulics (according to the BoS tape from the Glow), and has a nuclear power supply. The science requirement is there because of the amount of technical knowledge needed to understand and fix these systems.

I do like the idea of getting a bonus by having a power armor repair manual.
 
Ah, now I get it. The thought of the armor being damaged didn't come to me. It makes sense now. Thanks :)

And yeah, I was thinking... there's no useful purpose for it and yet they sell it... so why not find some use for it?
 
It's too bad you can't loot Hoorigan's armor for Marcus. Though to actually have it be usable would require lots of new sprites so he can still use his normal weapons.
 
You know would be be even cooler... if you could buy or find leather and other supplies and use them to fix armor... or even better... combine two damaged armor's to make one good one. :D
 
Have you been playing Fallout 3?
:P

As for Horrigan's armor, here's what the Fallout Bible says about him.
Timeline:
2239 March 27th: Frank Horrigan is manufactured for his new role. A new version of Power Armor is built to accommodate his mass, and he is sealed inside.

According to Matt Norton (one of the designers):
"He can't survive outside his armor. The armor continually injects him with drugs and other stabilizing agents."

Since the armor essentially built onto him (like the combat implants but much more extreme), it isn't possible to remove it intact.
 
No? I've never played F3. Why do you ask?

But everyone keeps telling me its total shit, and definitely NOTHING close to the original fallout series, but just a FPS cashing in on the name. I'll wait until I play it to form any opinions.... but I REALLY hate it when companies do that. I really REALLY hate it!!!

Its even worse when a publishing company screws up a sequel by hiring some 3rd rate dev team that royally screws it up and tarnishes the series with their slop. You know... like Battlezone 2. Battlezone was an AMAZING game that broke ground, and Pandemic ruined the second by making a malfunctioning pile of unstable code that was full of memory leaks, and a crappy mod unfriendly engine. I really hate Activision after what they did to BZ. They also ruined the original by releasing a series of anti-cheat patches that made the game worse and easier to cheat online.

Anywho... no I haven't played it. Oo

lol
 
He asked if you've played Fallout 3 because of your suggestion of combing two broken leather jackets to create one good one. Combining items in that manner is a prominent feature in Fallout 3.
 
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