Modifying Kill Types

dude_obj

Vault Senior Citizen
Moderator
Trying to change the kill types, the ones that are counts of kills in the character screen, to accomodate new critters. Some of those names could be changed to be more generic (like insects intead of mantis) thus freeing up another type for reptiles for example.

These kill types are defined in \text\english\game\PROTO.MSG

I changed Rats to Bugs just to test if the change works. In FO1 it does indeed work. In FO2 it shows up as Error in both the mapper and the game. Does anyone know why? And has anyone changed kill types?
 
Wild_qwerty found the answer to this. There are two sections with kill types in PROTO.MSG ... The old numbers were 450-464 but there is another section lower in the file that has the new numbers 1450-1468. Thanks qwerty. For some reason I had an old proto.msg in my source dir, so I didn't even see that. Had to extract the source from master.dat again.

Changing the kill types names now works in FO2 and the mapper.
 
hehehe Makes me feel all nice and warm inside helping out my fellow man :)

Code:
{1450}{}{Men}
{1451}{}{Women}
{1452}{}{Children}
{1453}{}{Super Mutants}
{1454}{}{Ghouls}
{1455}{}{Brahmin}
{1456}{}{Radscorpions}
{1457}{}{Rats}
{1458}{}{Floaters}
{1459}{}{Centaurs}
{1460}{}{Robots}
{1461}{}{Dogs}
{1462}{}{Manti}
{1463}{}{DeathClaws}
{1464}{}{Plants}
{1465}{}{Geckos}
{1466}{}{Aliens}
{1467}{}{Giant Ants}
{1468}{}{Big Bad Boss}

And the discriptions for these are in the next segment down

Code:
{1469}{}{This line shows the number of male humans you have killed during the course of your adventures.}
{1470}{}{This line shows the number of female humans you have killed during the course of your adventures.}
{1471}{}{This line shows the number of young human children you have killed during the course of your adventures.  You cad.}
{1472}{}{The number of Super Mutants you have slain during the course of your adventures.}
{1473}{}{This line shows the number of male and female ghoul mutants you have killed during the course of your adventures.}
{1474}{}{This line shows the number of Brahmin (mutated cows) you have chopped up during your travels.}
{1475}{}{The number of mutated Radscorpions that you have put to death during your adventure.}
{1476}{}{The number of rats you have killed.  Includes all members of the rat family.}
{1477}{}{This is the number of mutant Floaters that you have put to death.}
{1478}{}{Your tally of dead mutant Centaurs.}
{1479}{}{This is the number of robots that you have destroyed or dismantled.}
{1480}{}{The total number of dogs that you have sent to the great kennel in the sky.}
{1481}{}{This line shows the total number of dead Manti, or large mutated mantis-like insects, that you have squashed so far.}
{1482}{}{This line shows that you have slain the Deathclaw, and any of his spawn.}
{1483}{}{This line shows the number of plants you have weeded out of the world.}
{1484}{}{The number of cute lizards you have wiped off the face of the planet.}
{1485}{}{A count of alien things slain by your hand.}
{1486}{}{The number of insectoids that you have exterminated in the wasteland.}
{1487}{}{The count of genetically-engineered total homicidal maniac cyborg bodyguards you have wasted.}

I think it woud be usefull to combine a few, as Dude_Obj has said, into more generic types, of course the protos would need to be updated to point to the correct one. But I would recomend the following *new* list.

{1450}{}{Men}
{1451}{}{Women}
{1452}{}{Children} - posibly rename to 'inocents'
{1453}{}{Super Mutants}
{1454}{}{Ghouls}
{1455}{}{Brahmin}
{1456}{}{Bugs} - Radscorpions + Giant Ants + Manti
{1457}{}{Rats}
{1458}{}{Masters Children} - Floaters + Centaurs
{1459}{}{FREE}
{1460}{}{Robots}
{1461}{}{Dogs}
{1462}{}{FREE}
{1463}{}{DeathClaws}
{1464}{}{Plants}
{1465}{}{Reptiles} - Geckos
{1466}{}{Aliens}
{1467}{}{FREE}
{1468}{}{Big Bad Boss}


I'm not sure how nessacery 'Big Bad Boss' is? Possile new types could be
'Turrets'
'Vehicals' (if the FOT vehicals were converted into critters the player could 'kill'
 
"Innocents" is a bit cryptic. You could possibly free up two types by consolidating Men, Women and Children into "Humans", and reduce sexism along the way.

Centaurs and floaters should be "Master's Pets", as they were called in Fo1.

Dogs should already have been "Canines" since there were wolves in Fo2.

Is there no connection between kill type and the image used when making aimed shots?
 
Per said:
Is there no connection between kill type and the image used when making aimed shots?

Nope this is set in critter.lst file by the numbers after the critters name.

Yea, Master pets sounds better, but I'm not sure if the children need to be a separate field in order to get the child killer perk? Though thats probably set by the critters script
 
I think that children should remain a separate kill type since killing children is apparently a big deal. I thought the same thing as Per about canines. And I think insects (mantis, ant, and new ones), reptiles (geckos and new ones), and rodents (all rats) would be good categories. I don't really like the Master's Pet name because that's kind of story/plot specific and I'm making an expansion platform that could be used for an entirely new story. When I set up the FoT critters I had to assign turrets to the robots kill type and wasn't very happy about that so turrets would be a good one to have. I don't see much point in having a big bad boss category.

I think this is what I will use for the expansion pack intended for new game development:

{1450}{}{Men}
{1451}{}{Women}
{1452}{}{Children}
{1453}{}{Monkeys} - Mutated Monkey
{1454}{}{Plants}
{1455}{}{Insects} - Ants, Mantis, new insects
{1456}{}{Brahmin} - Brahmin Cow and Bull
{1457}{}{Rodents} - All rats, mutated rabbit
{1458}{}{Canines} - Dogs and Wolf
{1459}{}{Reptiles} - Geckos and new reptiles
{1460}{}{Scorpions}
{1461}{}{DeathClaws}
{1462}{}{Centaurs}
{1463}{}{Floaters}
{1464}{}{Ghouls}
{1465}{}{Aliens}
{1466}{}{Super Mutants}
{1467}{}{Robots}
{1468}{}{Turrets}

The mutated rabbit isn't really a rodent but I don't think it should have its own category.
 
Sounds good to me, now go update all those proto files you made :)

Though it shoudl take a huge ammount of time to implement
 
Wild_qwerty said:
Sounds good to me, now go update all those proto files you made :)


There's only 540 :shock:

Wild_qwerty said:
Though it shoudl take a huge ammount of time to implement

The protos are all made for everything x3 (weak/strong/tough). I just need to adjust the stats on the strong & tough ones and change the kill types.

But I'm focused on getting the FO2 compatible weapons add-on done. I think a beta release should be ready some time next week. This adds about 75 new weapons to play with in FO2. And I'm going to configure it so that it doesn't clobber any of the existing mods (by using high PID numbers for new weapons).
 
dude_obj said:
The protos are all made for everything x3 (weak/strong/tough) I just need to adjust the stats on the strong & tough ones and change the kill types.

So since each criiter will be grouped in order in the mapper now, is it possible to script the game to load a strong critter instead of a weak one while on hard difficulty?
 
Wild_qwerty said:
So since each criiter will be grouped in order in the mapper now, is it possible to script the game to load a strong critter instead of a weak one while on hard difficulty?

That is possible, using the combat_difficulty script command (returns the current Combat difficulty level of the game defined in the options screen) and create_object_sid (create an object, place it at a tile location, and attach the script specified). Adding 1 to the first critter PID gives you a strong one, adding two gives you an even stronger one.

However, I was thinking more along the lines of making the critters stronger as the player gets stronger, using the get_pc_stat command (returns the value of player character stat). This can be used with these keywords:

PCSTAT_level
PCSTAT_experience
PCSTAT_reputation
PCSTAT_karma

The strong critters could of course just be placed in maps that you know the player will reach in latter stages of the game.
 
Just my $0.02 but heregoes.........


The dificulty of critters on the random encounter maps should stay randon, hence the name random encounter.

However, itd make sense to have the dificult critters be used more on the later stage maps.
 
PsychoSniper said:
Just my $0.02 but heregoes.........The dificulty of critters on the random encounter maps should stay randon, hence the name random encounter.

They don't have to be random, they could be normal maps where the critters are not placed, they are instead generated by the map script when you enter the map.

Also, some of the random encounters in FO2 could have used some adjustment based on character level I think.
 
Here's an idea. The player is walking around in a SAD-like environment with metal floor tiles. Suddenly there's a 1-hex spatial and a robot pops up out of the floor (à la Base Cochise in Wasteland), adjusted for level/difficulty. Instant enemy!
 
Vault LIZARD said:
robot pops up out of the floor

You mentioned IWD yesterday. Remember when your party was bleeding all over the place, and you click on rest, and an encounter is spawned? The one I remember the most was LIZARDS! Hey wait ...

I wish I had some control over the rest function.
 
dude_obj said:
PsychoSniper said:
Just my $0.02 but heregoes.........The dificulty of critters on the random encounter maps should stay randon, hence the name random encounter.

They don't have to be random, they could be normal maps where the critters are not placed, they are instead generated by the map script when you enter the map.

Also, some of the random encounters in FO2 could have used some adjustment based on character level I think.



But theyre random. That means they could by anything.

However, some random encounters, such as with a cave containing critters, could use ballance..... occasionly.
 
all as you do is have the random scope defined within a certian field of critters. There's no fun fighting weak rats when you have a plasma gun and power armour. You may as well fight hard rats and still kill them in one shot and get a little more XP
 
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