MOD : NPC Enhancement - Miria 1.0

jargo said:
Miria Mod don't work for you since you got patch000.dat file in main Fallout2 folder. Remove that file and it will work, but you will play without 1.02 patch.

so i suggest:

1)Remove patch000.dat

2)Get and install Unofficial Killap patch (has 1.02 + many more)

3) Install Miria Mod

All will work ok.

I always thought Miria deserved better, being the only female NPC, and want to install this mod for my next playthrough. But -- is it 100% (or at least 90%) compatible with killap's patch, since it replaces proto files?
 
encinodude said:
I always thought Miria deserved better, being the only female NPC, and want to install this mod for my next playthrough. But -- is it 100% (or at least 90%) compatible with killap's patch, since it replaces proto files?
No, it also replaces script files thus not compatible. I have no plans of making a compatible version but who knows, perhaps someday I might.
 
That's a shame. What do your scripts for Miria do, anyhow? Will gameplay be significantly affected if I replace them?
 
encinodude said:
That's a shame. What do your scripts for Miria do, anyhow? Will gameplay be significantly affected if I replace them?

If you replace the script, then your Miria will have certain bugs from the original release. But, it isn't just one script: it's the five .pro files associated with Miria's new level. So, if you add those proto files in, then there will be a problem somewhere else with some new material. For example, instead of having fruit flies flying around the EPA, you might get a number of level 3 Miria's walking around the EPA acting like mutated fruit flies. And if you don't replace those .pro files, then Miria might morph into the Doctor from the EPA when she reaches level 4, for example. Sure, cause for laughter, but your game will be messed up.
 
I'm talking about the bugfix patch, not the restoration project. If I were going to play with the Restoration Project installed, I know it would surely be a different story. But as far as I know the bugfix only fixes very minor bugs with Miria.
 
Alright, bear with me since I know nuts about modding and may be talking out my ass. But I've been thinking, in the case that there are indeed prototype conflicts, if I could modify the PIDs and update them accordingly in the critters.lst, wouldn't that be a viable solution?
 
encinodude said:
...But I've been thinking, in the case that there are indeed prototype conflicts, if I could modify the PIDs and update them accordingly in the critters.lst, wouldn't that be a viable solution?

Well of course you can get them to work if you modify things. But, you didn't say that. You asked about adding the Miria files. So, if you modify the script, the proto files, and some of the support files (like party.txt, scrnname.msg, etc.) then yes, it would work. That is exactly what I did with the mods included in the Megamod.
 
I've modified everything but the script files and the proto files, which I have no idea how to do. I can't get the .int files to open in Jargo's tool, neither can I figure out how to change the PIDs, which seems to be a lot more complicated than I thought it would be.

EDIT: Wait a minute now: what if I used the files from your Megamod? Would that work? Obviously, this is all for personal use.
 
encinodude said:
...neither can I figure out how to change the PIDs, which seems to be a lot more complicated than I thought it would be.

EDIT: Wait a minute now: what if I used the files from your Megamod? Would that work? Obviously, this is all for personal use.

To change a critter number: Change the name of the file to the critter number you want it to be. Then, use Fallout Utility for Critter tinKering. Open the file, and change the number (PID) inside the file to your new critter number. (This will be obvious when you actually use the program.)

Using Megamod files won't work. The Miria enhancement assumes no other mods are included. So, the critters that make up Miria's new levels are those immediately following the file used for Frank Horrigan. I added a lot of other critters from mods before Miria.
 
I meant the FUCK utility rather than jargo's script tool, by the way. It's supposed to be an NPC editor, but it wouldn't open any critter prototypes for me. I solved the problem myself. I was opening a bunch of damn art files instead of protos... Thanks, anyhow.
 
Another dumb question: Is the PID in FUCK what comes up in the Critter ID x100 box? It's only five digits.
 
I do'nt have access to the program right now, so I can't really walk you through it. However, regarding the 3 and/or 5 digit numbers, you would just use the numbers out of pro_crit.msg. So, if the critter you are adding/changing is 485 on that list, then it is the same number in the utility (along with the x 100 that you mentioned). When you get into other modding, other numbers are used. There are numbers that apply to art, that do not correspond to critters. In party.txt in the data folder, you must add 16777216 to the number of your new proto in order to make sure it is called correctly.
 
This is all becoming very confusing. It's probably just me. My main question is, How do I find out the PID (eg. 16777216) of a .pro file?
 
MIB88 said:
...you must add 16777216 to the number of your new proto in order to make sure it is called correctly.

Vic is .0000062.pro. His PID then, to make sure he is referenced right, is 16777278.
 
encinodude said:
How did you know his PID is 16777278?

As I said earlier:
MIB88 said:
In party.txt in the data folder, you must add 16777216 to the number of your new proto in order to make sure it is called correctly.

So, again:
I know his .pro number is 62. It's in the pro_crit.msg. Reading the tutorials told me to add 16777216 to all .pro files in order to figure out the PID. The PID is what is referenced in scripts and the party.txt file.

Pay attention to what I said above. There are some places where the term PID is used differently. For the purposes of the critter utility and certain item utilities, the PID is the .msg number x 100. But, these numbers I am telling you about are also called PIDs, and they are used for the things I already mentioned (usually only changed when modifying scripts and that party.txt file).
 
I know you know his .pro number is 62. I know that too because it is indeed in the pro_crit.msg. What puzzles me is this part, "Reading the tutorials told me to add 16777216 to all .pro files in order to figure out the PID." It makes no sense to me. I probably need to read those tutorials. In the meantime, hopefully you can provide some more elucidating information to remedy my potential idiocy.
 
There is no sense to it. Just add the number. Just push the "I Believe Button" and go with it. Seriously. There is maybe some reason, but it's nothing I care to know about.
 
Let me give this another shot. Try and bear with me as I am completely new to Fallout modding. I know Miria's party member PID is 16777380. There are a bunch of other PIDs called level_pids in the party .txt that are level_pids=16777700,16777701,16777702,16777703,16777704,16777705. Those, I assume, are the PIDs of the pro files I need to edit. In FUCK!, the most significant thing I see is "CritterID", which simply lists the file name of the .pro without the zeroes. This part,

MIB88 said:
...add 16777216 to all .pro files in order to figure out the PID...

I believe is the key. I just need to figure out how to add 16777216 to all .pro files. Again, try and bear with me since I am completely new to this.

EDIT: Add, as in add and subtract. Plus (+), damn it. Hmm, I understand now how I seemed like a complete idiot.
 
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