Modding Help Please

Awesome, looks great now, thank you.

Another question, I have been browsing the weapon mods, hoping for new weapon graphics (I mean the picture you see, I can live with every rifle looking like an m16 etc) None of them do anything I can't do myself with 3 minutes modding entities, because they just change the stats/description with no graphical change.

Would you know of a place I can get pictures for weapons people made in Photoshop? I read the tutorial but I do not own Photoshop and I am already spending so much time on other parts of modding I don't really want to have to make my own. A google search came up dry, I found a mod people are in the process of making for tactics that adds tons of weapons, the weapons I want among them but its not out yet or a dead project. Here it is: http://www.moddb.com/mods/fallout-tactics-revised

I am looking to add an M1919 Browning .30 cal to the game to use the 30.06, plus its just a cool gun. Also looking to add a .50 cal sniper rifle, Barret M82A1 or any .50 cal sniper, it doesn't matter which. Adding the M240 might be cool as well, although its not too much better then the M60, (in game terms, there are no reliability issues) maybe I'd just give it a higher RoF.
 
There's was a .50 cal mod in the files section, and there are some sprite packs on JJ's site. Beyond that I think most have been lost to the mists of time, but you don't need photoshop anymore to make sprites. Dak's version of redviewer and jarekfall's sprite creator have replaced Spray and don't require the raw files that only photoshop could create (well at least redviewer doesn't).
 
Ok, another question. I read this guide: http://jj86tutorials.stgfc.com/creating_weapon_sprite.htm and I have Redviewer but I don't really care about making an actual sprite for a weapon, as you only ever see that if its lieing on the ground.. not important imo. I want to get a new image of the weapon... you know, what you see in your inventory. I assume I can just get a .jpeg of a weapon and put it on a dark background, but what are the steps? How do I do this, what files do I go into, etc?
 
ok some more questions:

Is there a way to edit how difficulty changes the game? I like how harder modes make the enemies better shots, but I do not like the enormous damage resistance bonuses it seems to give them. Using a weapon that hits for 30-40 I am hitting raiders on my test level (who at best have 25% resist armor and like.. 4 normal thresh) are being hit for ~16-20... thats a 50% damage resistance. I want to determine their resist by armor, not difficulty.

Second question, I am having trouble getting 2 AI enemies to fight. I have 1 AI set as team 2, the other is team 3. I hit F7, go to team, and make them hate each other, and it says mutual. Team 2 will attack team 3, but team 3 just stands there and takes it until they die. I checked my work and I can't seem to figure it out.

I have team 3 on a patrol (so they meet up with team 2) they follow it until they are shot at and then just stand there to die. I tried changing the AI to aggressive, default, etc.
 
As far as I'm aware it's all hard coded, and difficulty affects chance to hit and damage. At normal all's fair and square, but lowering the difficulty will increase your chance to hit and lower theirs, it'll reduce damage done to your characters and increase the damage done to the enemy. Raising difficulty will do the opposite so if you only want one effect of increasing difficulty you might as well leave it at normal, then go the route of using unlootable weapons for all npcs. Give those weapons bonuses to accuracy and damage.

What are team 3? What is their movement priority? How much do they dislike each other? What is the next waypoint set for where they meet? Do they have enough strength to use their weapons, the right ammo? What weapons are they, what range setting, do they have line of sight to team 2? Can they reach team 2 or are they getting stuck on the tiling?
 
Ok, done a lot of work, things are coming along nicely, hopefully the weapons will be a little more realistic while staying somewhat balanced and the game will be more challenging, also added to some levels and made some new locations.

I read http://jj86tutorials.stgfc.com/more_tutorials.htm#6 but I can not figure out how to change portraits for recruits. If I am editing them clicking the arrows by the portrait do nothing, and if there is a text file that determines which portrait for which recruit I can't find it.
 
The display name links the character portrait as well as the name and description. If you want to change the portrait you'll either have to make a new folder under your path, mypath/gui/char and give the new portrait the same filename as the old. Or create a new portrait and change the display name to match the new filename in both the entity editor and in the characters.txt.
 
Wondering if you can help with this one. I always throught on my first play through the door to Vault 0 wasn't too well guarded. Instead of a measly 1 humanoid robot and 2 hover bots infron of it, I decided to put the Barnaky Cyborg and some support bots infront of it... its too cool of a model to just use once. I changed its name, saved it in a different place, etc.

I put him on a map to test him. Annoying thing is, all he wants to do is charge and melee, when he has a .50 cal gun and rockets... He will use his weapons once in a while, but rarely. Nothing I have tried will prevent him from doing this. I tried retreat, hold, etc. I edited his weapon to make it more powerful and added skill to maybe convince him to use it more.. no dice. It utterly wrecks ruins his difficulty because when he runs up point blank you can either simply lay mines or point blank burst him with slugs from Pancors.

*edit*

Figured it out. His weapon has 5 modes, a single shot of .50 cal, a burst, a rocket, and 2 melee. I simply disabled the melee and now he fights at range and is much harder.

*edit*

Ok, another question. How to you get that "Fade to Black" at the edge of the map? The first map I made has it, I don't know if I did something and forgot how, or what. My second map doesn't have it, it just abruptly ends in black tiles. Also for some reason, my character is able to run to the edge of the map, and on the others he cant. What am I missing?
 
*very quietly speaking* guys if you want you can use PM since only two of you are posting on this topic *very quietly leaves the topic*
 
Tom9k said:
*very quietly speaking* guys if you want you can use PM since only two of you are posting on this topic *very quietly leaves the topic*

But we like ease dropping on private conversions... :P and you can learn a lot from these types of discussions.
 
I understand what you mean Tom9k, but I don't think this hurts the forums and as Pixote pointed out other people get to learn so these questions aren't asked over and over.

So, heres another question: Robin, Torn, and Jax are not showing up anymore as recruits. They all should come early, and I tried with high cha going past level 3, they won't show up. I edited all recruits, but the rest are showing up as they should, I can't figure this out. I did not change their rank, and I even backed up the old character text, nothing. Any ideas on what I might have done?

Besides that, I'm happy with the mod sofar, changed a lot of stuff and the game is harder in the amount/quality of enemies you face but you actually have a choice of good recruits and have to think about who to take, rather then having only a handful of good ones, also added 2 new levels. I still need to do a lot more testing and tweeking and finish my own play trough but sofar so good.
 
What did you change about them? As long as their filenames haven't changed and you haven't changed/removed

{mission00;add;entities/recruits/hm01.ent}, //Male Stealth
{mission00;add;entities/recruits/hm05.ent}, //Male SMG
{mission00;add;entities/recruits/hf11.ent}, //Female Hand to Hand

from the campaign.txt. And in the trigger 'CVAR_M01_COMPLETE - Mission 01 Complete' you've left the condtion; Modify recruits tagged mission00 in the RecruitPool list, intact they should show up.
 
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