Modding Help Please

ok, editing worked just as you said, I now have much stronger enemies in random encounters. I tested by putting hard raiders in a square right next to Brahmin Wood.

I gave every raider actor 500 rounds of ammunition, and made like 450 not lootable to not unbalance the game. However, most of the time enemies with rifles charge me because they have no ammo, its really frustrating.

Can I mod it so that there is no random element to how much ammo they get in random encounters? Or do I just need to give them more ammo still? I'm worried that if I go much higher then 500 with the heavier ammo it may cause them to be slowed or immobilized, and I don't want that. How vast a number do I need to have almost 0 chance of them having no ammo? because with 500 rounds I would say they have no ammo 50% of the time, if not more.

Also, what is the point of the noncombat character that every faction has? Its pointless, it just puts a totally unarmed character that charges your rifles... I will mod each noncombat to give them a weapon and the correct skills but will it hurt the game in other areas? Do they serve a purpose elsewhere?

*Edit*

I gave them each 10,000 rounds of a non lootable, 0 weight ammo for thier guns, double checked it was the proper ammo for each gun. Still over 50% of the time they have no ammo in random encounters... any ideas?
 
Try increasing it to 1000000 rounds and see how much they get. Since you are testing this, make the encounter non hostile, i.e.
{ "RaiderFight01_Easy;bad;2;3;true;A", change bad to good. Then go pickpocket the actors that spawn and see how much ammo they get.

When you've made the ammo unlootable how did you do that? As I said by creating a duplicate item or just in the inventory section? You'll need to make the unlootable ammo higher priority in their inventory otherwise they'll use up the regular stuff first. To make it higher priority it either has to higher or lower in the inventory, I can't remember which so you'll have to experiment with that. I vaguely remember when testing this years ago that if they had two types of the same ammo i.e. jhp and ap they would only get one. This might also come into play, in which case you might want to use BosEE to create a new ammo type, make duplicate gun that is also unlootable and set it to use the new ammo type. Equip the enemies with the unlootable gun and give them tons of the unlootable ammo. Then put a normal gun and some regular ammo in their inventory and see what they get and how fast they run out of ammo.

I don't know where there non coms are used, unless you want to open every map and click on every actor to see which are non coms and then judge if changing them will alter the game. I suggest you just comment them out of the encounters. :)
 
Ill try an insanely high number. I made the ammo by taking say, 7.62mm and un checking lootable, and then giving it zero weight. I saved it as 7.62mmNW (no weight), so there is regular 7.62mm and 7.62mmNW. Id assume that even if they use their regular 7.62mm they will reload with 7.62mmNW? It did seem to decrease the amount of times they had no ammo, but it still happens WAY too often and it drives me nuts to have super mutants etc with heavy weapons charging and trying to kick me. I can't imagine what they were thinking when they designed this feature, and there is no way they tested it...

Your pointing out that they may only get one type of ammo may be whats causing the problem... Ill test it out more later but I have got to get some sleep, up way too late messing with this, it is fun though. Thanks again for the input.
 
Cruor34 said:
I can't imagine what they were thinking when they designed this feature, and there is no way they tested it...
The game wasn't originally going to have world map travel it was added due to fan pressure so given that the game was rushed out they had little time to implement and test it.

Did a little test campaign with two encounters,


{ "RaiderFight01_Easy;good;1;3;true;A",
"entities/Actors/raiders/raider_Enforcer.ent;1;10",
"entities/Actors/Raiders/raider_12_trapper.ent;1;10",
"entities/Actors/Raiders/raider_08_InfMed.ent;1;10",
},

{ "RaiderFight01_Hard;good;1;3;true;A",
"entities/Actors/raiders/raider_Enforcer.ent;50;10",
"entities/Actors/Raiders/raider_12_trapper.ent;50;10",
"entities/Actors/Raiders/raider_08_InfMed.ent;50;10",
},

I chose these three actors since they all used different sprites, which made it easy to tell them apart. I gave both the enforcer and InfMed 1000000 rounds of 7.62 and the Trapper a Mp38 plus 1000000 rounds each of Ball, JHP and AP ammo.

My character the prefab Snake, level 1. On difficulty normal the level 1 easy encounters looked like this

1. 1 InfMed 0 rounds, 1 InfMed 599976 rounds.
2. 2 Enforcers 0 rounds each.
3. 1 Enforcer 1 InfMed 0 rounds each.
4. 1 Enforcer 959976 rounds, 1 Enforcer 919976 rounds, 1 InfMed 899976 rounds.
5. 1 InfMed 1199976 rounds.
6. 1 Trapper 460000 JHP, 519970 AP, 1 InfMed 439976 rounds.
7. 1 Trapper 659970 Ball, 280000 AP, 1 InfMed 139976 rounds.
8. 1 Trapper 19970 Ball.
9. 1 Trapper 239970 AP.
10. 1 Enforcer 0 rounds, 1 Trapper 59970 Ball, 1680000 AP.

The level 50 random characters looked like this.

1. 1 Enforcer 0 rounds.
2. 1 InfMed 0 rounds, 1 Trapper 1219970 Ball.
3. 1 Enforcer 0 rounds, 1 Trapper 359970 Ball, 1080000 JHP.
4. 1 Enforcer 0 rounds.
5. 1 InfMed 0 rounds, 1 Trapper 219970 Ball, 360000 JHP.
6. 1 Trapper 459970 AP.
7. 1 Enforcer 339976 rounds.
8. 1 Enforcer 479976 rounds.
9. 1 Enforcer 0 rounds.
10. 1 InfMed 1 Trapper 0 rounds each.

New game, same character on insane difficulty the level 1 encounters were

1. 1 Enforcer 0 rounds, 1 Trapper 400000 AP, 980000 JHP, 479970 Ball.
2. 1 Enforcer 679976 rounds, 1 Enforcer 359976 rounds.
3. 1 Trapper 499970 Ball, 1 Trapper 1139970 AP.
4. 1 InfMed 0 rounds, 1 InfMed 1019976 rounds.
5. 1 Enforcer 0 rounds.
6. 1 Enforcer 979976 rounds, 1 Enforcer 519976 rounds.
7. 2 Trappers, 0 rounds each.
8. 1 Trapper 0 rounds.
9. 1 Enforcer 0 rounds.
10. 1 Trapper 199970 Ball.

For the level 50 on insane.

1. 1 InfMed 1819976 rounds, 1 Trapper 19970 AP, 280000 JHP.
2. 1 InfMed, 1 Enforcer 0 rounds each.
3. 1 Enforcer 99976 rounds.
4. 1 InfMed 0 rounds, 1 InfMed 879976 rounds.
5. 1 InfMed 619976 rounds.
6. 1 InfMed 1479976 rounds.
7. 1 Enforcer 0 rounds.
8. 1 Enforcer 0 rounds, 1 InfMed 279976 rounds.
9. 1 InfMed 0 rounds.
10. 1 Trapper 99970 AP.

So it looks like it randomly generates a range from 0% to at least 160% of what ever amount you give them in the entity editor.
 
Interesting test. Sadly, as they show 0 happens way too often. Next step, can the random numbers be changed somewhere to never be 0? or is it something we just can't access? It really just ruins the random encounters... atm the only thing I can think of is to make sure all enemies have melee weapons tagged and giving them a powerful melee weapon in the 2nd hand slot so at least they can be a slight threat.
 
Just copy the weapon make an unlootable version and change the ammo capacity to 0 and under weapon mode the ammo usage to 0. Then it won't matter if they spawn without ammo.

This doesn't work properly with rocket launchers and probably not grenade launchers either.
 
requiem_for_a_starfury said:
In the campaign text file there are a list of the maps, looks like this
"campaigns/missions/core/mission01.mis;mission_name_01;37;visited;false". Add your missions to this list in the same format, (within the brackets) and set them to visited, then they'll be visible.

Likewise in the same text file there is a list of the random encounters in this list you can change the amount and level without affecting the missions.

Once you've made your changes to the campaign.txt then import them into the cam file.


Ok, so now I am in the process of making my first small location that will be added to the campaign map. It will be a raider camp. I simply opened a random encounter map, one of the small desert areas. I am adding some features to it such as wrecked houses etc. Building them with the tiles is fun, but time consuming. I am using already made maps as a base because I cant deal with making a good looking floor tile by tile for a whole zone myself. I saw JJ's guide on saving a clip and putting it down but again.. maybe I'm slow I don't 100% understand how this works.

So, the steps are:
1) I will save it as: Raidcamp.mis in the same area as the campaign missions are in.

2)I will then edit the campaign.txt to include my map, and set it as visited.

3)Then import the new campaign.text, and open the campaign editor and plop the mission site down where I want.

Is that correct? Should it be saved as a .mis, or as something else? Its not a mission, just something a player will find on their travels, but it doesn't need to be done in order to complete the game.
 
Saving a clip is just basically copy and pasting. Under core/editor create a new folder called clips. In the level editor select the tiles you want to copy, ctrl C, then click on save clip, give it a name and press save. Then to load the clip press load clip double click on the filename in the pop up window and ctrl V to paste it, while it's still highlighted you can hold down the control key and use the arrow keys or page up/page down to position it exactly where you want it.
Cruor34 said:
Is that correct?
Yes but make sure to add it to the end of the core definitions not the start, first map in the list is the starting map in the game. You don't need to add the extension when saving the game will do that for you, same with the clips but .mis is the extension for maps in FOT, just as .spr is the extension for sprites, and .til is the extension for tiles. It's got nothing to do with what the map purpose is. All maps, whether missions, bunkers, special encounters, random encounters or multiplayer maps use .mis.
 
I put my mission on the map but it wont show up.. cant figure it out.

I tried moving bunker alpha around as a test to make sure my changes were going through and that works, it was moved. I added
campaigns/missions/core/rcamp1.mis;mission_name_21;37;visited;false", to the end of
of the core mission definitions list. I imported it, and it shows up on the list. I put it down on the map about a square away from Brahmin Wood. The game auto named it mission 21. I messed around trying different stuff but nothing works, any ideas?
 
Mission_name_21 is already used, by the final level the calculator's lair, look below the bunker definitions. Change it to something else and it'll show up. To give it a name that'll show up on the map extract generic_mission.txt from locale_0.bos to core/locale/game and add it to the bottom mission_name_22 = {Camp1}.
 
Ah... uh oh, so I moved the calculators zone to the wrong spot then... I never noticed it on the map before, it had no name under it. Do you happen to know where it should to go so I can put it back? I mean I know its under Vault 0 but does it share the same zone with it on the campaign map?
 
Ok, more problems. I decided to just start fresh out of fear I screwed some stuff up while learning. Installed to the C drive, no program files and its a lot easier like you said. I made a quick mission, followed the directions, and it shows up with the proper name and all.... the problem is, when I put it down on the campaign map, for some reason beyond my understanding the bunkers shift around the map to different spots... I have no clue what could possibly be causing this one. Ideas? Can I simply remember where the bunkers were and put them back or is this causing some other problems as well?

Also, would it be better to put these under special since they are really just a map with enemies to kill rather then a mission with set objectives/triggers?
 
Did you add the mission to the end of the core definitions list as I said or the middle, above the bunkers? Add it to the end otherwise you are pushing everything else down a slot.

If you want to make sure you don't mess anything up, and want to quickly be able to revert back without reinstalling then you need to set up a path. Create a custom folder, but also create subfolders for everything you are changing. i.e. fallout tactics/mymod/campaigns/core

fallout tactics/mymod/entities/actors

then whenever you change something you won't overwrite the original files.
 
Ahhh... thanks, my bad, failing at reading comprehension. I put it at the end of Missions, like right after the last mission rather then the end of everything. Got it, thanks.

I read about the creating a second path thing but at first just had a backup of the games core files and modded the game without a path. On second thought, if I get into this enough and do enough work I might want to distribute it, so I suppose I'll do the My Path folder.

*Edit*

Ok, another problem, I'm sure due to something I messed up. First the good news, put the entities/campaign/tiles etc into the new folder, MyPath. It works, I can mod that area and not effect the main game. I did a test buy editing mission 1, just putting a box by the spawn. I use the MyPath shortcut as described in the tutorial, and did custom bos campaign, and theres my box. I load the normal way, no box. Cool, it works.

Bad news..kinda. When using the MyPath shortcut to make mods, everything is doubled... it looks like:

Bos
Bos
Missions
Missions
Entities
Entities

as an example... what did I mess up this time? I guess it doesn't matter, just looks dumb.
 
Doubled is good, if a folder is doubled it means you are doing it correctly and won't be overwriting anything. It doesn't matter which you click on the game will automatically open your path.

Just a note you don't need to put anything in the new folder just a set of blank folders following the same directory structure. Tiles, sprites, entities etc should be extracted to the core folder, then they can be used by any mod. The game will open from the core folder and save to your path if there's a duplicate folder. Once you've saved an edited file it will open that instead of the original. There's also no need to have a duplicate folder for tiles, sprites and sounds unless you plan on making your own.

Also if the campaign file in your path is still called bos.cam you don't need to load it via the custom campaign button, just start a new game as normal.
 
ok so my raider camp is on the map, I am getting good at building huts/tents/houses, figured out lighting, etc. This editor is really cool, wish I had done this back when I got the game in 2001. Having a lot of fun, and unemployed until March... so nothing but time. Maybe I will actually make a decent mod.

Anyway, my question is, when I go into a large tent I have made, the roof does not vanish, and thus I can not see inside. How do I fix this?
The walls start a 0 height and the roof is on top of them at 10.. Im pretty sure that how it should be, I guessed I missed an option in the editor to make them see through.

Also, what would you suggest for quickly making a floor to a whole map? I saw JJ's guide on not wanting all the tiles to be the same, but using big clips doesn't work either because they look horrible where they meet up. Currently, as I said I am taking the random encounter maps already in the game and adding structures/entities etc from there.
 
You are going to need to read this tutorial and this might also help, and this. Key thing is to rebuild the occlusion data under tools, but this takes time so leave it until you've finished your map. Also use the pink 'invisible' tiles at the same height as the roof, these will make the roofs pop before you enter the building.

Quickest way select and copy the floor of an existing map and save it as a clip. When placing clips go back in with individual tiles and edit where they meet up, just because you use a clip doesn't mean the clip has to stay exactly the same. Another way, though best for small areas is to select a tile, then hold shift and select another tile. The tile count at the top of the window should increase, keep doing this, select all the middle tiles (if you change the tile scale from .5 to 1 you'll be able to see the detail easier) you can go up and down in the directory selecting tiles from different sets. You can select the same tile several times, actually you want to do this with at least one plain tile so it becomes the dominate of the group. Once you've got a selection drop the level to -1 in the top right hand corner it says rid res 1 change this to 6 (just press 6) place your first tile, keep the lmb held down and drag across to fill an area. Do this again with another group of tiles, then go back and individually select the edge tiles to blend them together i.e. go from sand to dirt, dirt to grass, grass to dirt, dirt to water etc.
 
Things are going really well now, I can make guard towers with workable ladders and I have built 3 floor buildings that (imo) look as good as the ones made by the devs and have working stairs/lights etc.

One thing I can't figure out and I haven't seen (or missed) in the tutorials are fires.... when I have them in the map editor they flicker and wiggle as they should, but in the actual game they are still, not animated. Looks pretty bad. The odd thing is if I stand near them they get their animation but they stop again as soon as I step away.
 
In the level editor go tools/update tiles used, then save. Do this after you add any animated tiles, window tiles, ladder tiles, invisible tiles etc. Basically do this after changing tiles it doesn't take long unlike occlusion data. Otherwise the tile flags don't load properly.

Also if you place a light entity over the fire make sure it's bounding box doesn't overlap the tile's bounding box.
 
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