New Fallout Critters

Odin

Carbon Dated and Proud
Admin
Our resident Fallout mod guide guy dude_obj posted this interesting picture of some of the critters which will be featured in his upcoming Fallout 2 mod called FO2XP:
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He's gotten some help from Wild_qwerty of Mutants Rising team, nice work guys!
 
awesome! those are really really nice! whats that electrified-cannon-stick-thing on the huge guy with large robo feet and where can I buy one? (top left corner)
 
Although the critters come largely from Arcanum, Baldur's Gate 2 and Fallout: Tactics, I'll still say: coolness. Especially the part where they've been imported into Fallout, I can only imagine how much of a pain that must've been.
 
monsharen said:
whats that electrified-cannon-stick-thing on the huge guy with large robo feet and where can I buy one? (top left corner)

It's a rocket launcher built into his arm (cyborg). The other arm has a built-in blade. And if he's out of rockets and goes into melee mode, he sometimes spins around and kicks. I made these enclave things, and sometimes they appear with enclave patrols. In the future there may be a quest to basically hijack one of these onto you team ....
 
nice, nice indeed! Hijack you say... never seen one like this, though saw something strange yesterday (working nights), around my school yet but I will keep looking! might need to add some muscle mass to basically my whole body before I even try to attach that thing...
 
dude_obj said:
It's a rocket launcher built into his arm (cyborg). The other arm has a built-in blade. And if he's out of rockets and goes into melee mode, he sometimes spins around and kicks. I made these enclave things, and sometimes they appear with enclave patrols. In the future there may be a quest to basically hijack one of these onto you team ....

As long as it's an option to upgrade Skynet into a real hard ass robot :twisted:
It's diffinitely one of the cooler models from FOT

All the above models are from FOT except the spider which is BG2. dude_obj is kindly testing it out for me to make sure they all work, as a reward for his good deed he gets to use them in his mod :lol:

I was thinking a trying to get big giant bugs from lots of other games and make a new mod called "Mutant Bugs Rising" but I'm too lazzy.

The bugs/animals are easy to convert, its the people who take ages as they have lots more frames (for all the different weapons)
 
:shock:

:eek:

:clap:

I'm so exuberantly excited. Like all the imported Fallout tactics stuff since I'm sure its easier to import than make anew, but its still new to the player. Not to mention all the other stuff like the cyborg.

Sincerely,
The Vault Dweller
 
The_Vault_Dweller said:
still new to the player.

The main purpose of this mod initially is to get some replay value by making things new to the player. I can't play the stock FO games anymore because I know where everything is and know exactly what to do. The mod has lots of "new to the player" stuff:

New Critters - Modied the kill types and kill counters to accomodate for new types (reptiles, arachnids, etc). Some critters play a sound by script on their combat turn. Some also make direct scripted sounds when wandering (as you approach them you hear them). Critters are tough, all of the original FO2 ones have double the hit points and more action points.

135 new weapons - Some are from FoT but many are completely new. Conventional firearms have real weapon sounds. New sounds were made for things like an automatic gauss rifle. New attack animations for triple-shot automatic pistol and others. All ground images are unique (look like the specific weapon rather than generic). There is a spreadsheet of weapons here. A LOT of work has been done on weapons (mostly by corpse) to make sure everything makes sense and is realistic.

15 new ammo calibers and 24 new ammo types. Interesting stuff like 357 magnum, 50 caliber (we have a 50 caliber pipe rifle!), 40mm grenades for launchers, 66mm rockets, spear gun bolts. New explosion animations for the grenades and rockets.

It took a lot of work to do this, but I added a whole new system of script commands for randomization. The tricky thing is that critters only have some of the weapon animations. What I do is write binary bits in a global variable for each critter, storing the animation types they can use. This way I can generate random weapons for critters without crashing the game (system makes sure critter can use weapon). These 25 new script commands allowed me to do this:

Random Loot - Most containers will have a chance of having loot, and if so, it will be random loot. Not even I know where the loot is, and it will never be the same anyways. I have generic "loot roll" (chance for random loot) and "loot pick" (guaranteed random loot) scripts. Some are specialized by area, for example Arroyo will have random loot but only primitive items.

Random Store Inventories - Unlike the FO2 stores, the entire inventory is randomly generated. It is not done haphazardly though, the system makes sure there is an appropriate progression of weapons for the respective areas. Plenty of new weapons to play with, and new and tougher critters to fight with them. Stores delete their inventory (except quest items) regularly to avoid the "too many items on a map" bug. This also makes inventories more diverse and more interesting to browse.

Random Wielded Weapons - ALL of the FO2 random encounters used statically hardcoded weapon selections. This is no more: all encounters use randomly generated weapons. Humanoid critters have a chance of having stimpaks, the bad guy types (raiders, bandits, gangs) have a chance of having psycho and jet. The encounter critters also may have random items in inventory. Not all is random though: prospectors will likely have gold, bootleggers will have booze, trappers will have pelts, etc. Here's an example of what a raider script does (using the new script commands):

call createRandomItem(self_obj, item_subtype_random, 1, 1, 33, 80);
call WieldUsableRandomWeapon(self_obj, 90);
call CreateUsableRandomWeapon(self_obj, weapon_subtype_random, 80);
call createItem(self_obj, PID_MONEY_COINS, 1, 25, 75);
call createItem(self_obj, PID_DRUG_STIMPAK, 1, 2, 50);
call createItem(self_obj, PID_DRUG_PSYCHO, 1, 1, 15);
call createItem(self_obj, PID_DRUG_JET, 1, 1, 25);

So although there is no new story line here ... there is a new experience and lots of new stuff to play with. Oh and that includes a new world map (satellite image of california).

None of this would have been possible without the great work of Corpse (weapons) and Wild_Qwerty (all kinds of animations).

Beta release is close but I don't want to rush to release like some game companies we know and love.
 
Wild_qwerty said:
dude_obj is kindly testing it out for me to make sure they all work, as a reward for his good deed he gets to use them in his mod :lol:

MR is welcome to take this whole expansion pack as a base and build new content on top of it. That would give you all of the new critters, weapons, randomization, and other enhancements. Then you could focus on the new storyline. Same goes for anyone else that wants to expand on this base or change it, but I'd recommend not using it a base until beta has been tested widely.

I have a fully automated build system too. I can make a release any time by clicking on a single batch file. It makes the DATs and packages everything into self-extracting RARs for distribution. Thank goodness for DAT2 which enabled this automation.
 
That is the Cyborg General model from FOT. Its what general Barneky gets turned into by the robots.

He has some really cool attack anomations:
-Big Fist Punch
-Spin Kick
-Razor Claw slash (knife attack I think I made this into)
- Rocket launcher build into hand

I cant remeber if he has a burst attack for a laser in his hand as well

The Roaches all have two attacks
- HtH melee attack
- Green Spit attack (throw), this uses a new projectile imported from FOT

The Environmental Armour can be worn by the player.

I think dude_obj was going to make the other armou types wearable, but I would need to complete some of the new weapon animations for them first, such as the 'hand flamethrower'
 
IvanJarvis said:
That is pretty awsome. Is it just me or is the prespective for some of the critters a bit off?

You must have a fairly good eye to notice that, but yes the FOT perspective is slightly different than the FO2 perspective. Well at least it is with scernery, but you cant really notice anything difference in the critters, the FOT tend to be a little bit sharper and are slightly larger. The size difference is not a problem with the bugs and animals and is only noticeable for human models, but the power armour and environmental armour like rigth because a person wearign those big suits should be a bit bigger.
 
weapons1.jpg

weapons2.jpg

weapons3.jpg

weapons4.jpg

weapons5.jpg

weapons6.jpg

weapons7.jpg

weapons8.jpg


These above are all done, working, showing up in stores, and their barrels are pointed at you too :o

Corpse has 21 more weapons in the pipeline too.
 
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