Marcus and Armor

Jacen

Still Mildly Glowing
I posted this once before, but it was erased when the new forum was reinstalled. :oops:

Has anybody ever made a mod wich turns Marcus into the lieutenant from FO1, cause that mutant had a really cool armor.
If somebody has, could you post a link?

Thanks in advance

Jacen
 
Well I not sure if i did this right but i tryed to convert a Brotherhood Of Steel guy to Fallout 2 (The one's with no helmet).
But there was and error in the mapper when I copied the sprite code from the Fallout 1 character to the fallout2 map character. So you might have a problem a bit like that. :?
 
If u want to change how the npc's and creatures look like in game,just use F*ck Editor and open up the pro crits file that you want to change.
Then click unknown and change the 2 digits in the 4th box on the 1st line into what you want your npc or creature to look like in game.
I haven't figured out on how to change into the Mutant Lieutenant from Fo1,that one is still a mystery... :(
But if u want the BOS no helmet its 1E.but if you use that one he can only wield Miniguns/Rocket Launchers only if he users other weapons he will go invisible and the game will pobably crash.
I hope that helped you out :)
 
Marcus & armor

Hello. How does engine know Marcus can't wear any armor ? Is it hardcoded ? I haven't found it in script or in party.txt.... Thanx...
 
Afaik he can´t wear other armors, because there are no art files for other armors. It´s like the weapons. If there are no critter frm´s for Sulik with the minigun, Sulik can´t use the minigun. As example..
 
Lexx said:
Afaik he can´t wear other armors, because there are no art files for other armors. It´s like the weapons. If there are no critter frm´s for Sulik with the minigun, Sulik can´t use the minigun. As example..

There has got to be more to it than that. Before the B-Team mod was created, and still in unmodded games, party NPC's appeared always as their originals, even though they were wearing armor. Something is registered for them somewhere that they can and are wearing armor, regardless of their appearance...
 
Actually in the mapper you can give any critter an armour, and put it in the armour slot. Resistence and ac do stack. When closing the inventory window appearence does not change, of course. I found a "remove_armor(self_obj)" bit in his script, and that's why he can't use armours.
 
Sirren67:

In marcus' script is :

procedure Node1009 begin
// remove armor
remove_armor(self_obj)
Reply(20000);
marcus_party_member_options;
end

But Node1009 is unused. I think it's redundant.

Lexx: For example there are no special frms for power armor(it has helm) for each type of critter...
 
I found a similar bit of code in Vic's script, the node number is the same...
Node 1009 must be the one used to have a party member put his armour away, via the p.m. interface... There must be something similar to have them WEAR armour... Always operated via the same interface: Marcus probably lacks this bit.
I know critters pick up and use weapons they can use: for example Dude_Object saw a gecko pick up and equip brass knuckles. I don't know if critters can do the same with armours.
Apart from scripting there's no apparent reason why a proto should not put an armour on. You can have them wear one giving it manually, at least. There's no such thing as size defined in the headers (unlke in Arcanum, for example)... one size fits all, so to speack. I'm positive this is script-related.
See you.
 
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