New Fallout Project

I can help a little with FRMs if you need the help.

Im not the best artist, but I can modify preexistign FRMs to look differnt and such, my avatar is an example of this.
 
Thanks. Im going to uplaod a new FRM of it soon, since the old one looked a little jittery to me, as far as the motiion went.
 
Oh, you mean like a noob bashing B5 casue Jkar (however teh fuck its spelled) is missing a contact lens later on in the series ?
 
G'Kar ye evil doer! Thou shalt burn in the fiery fires of Inferno! Actually he didn't lose a contact lens. The Centauri Emperor ordered one of the guards to gouche his eye out because the emperor didn't like the way G'Kar was looking at him. Hmm...Sounds a wee bit kinky. 8)
 
Todo said:
G'Kar ye evil doer! Thou shalt burn in the fiery fires of Inferno! Actually he didn't lose a contact lens. The Centauri Emperor ordered one of the guards to gouche his eye out because the emperor didn't like the way G'Kar was looking at him. Hmm...Sounds a wee bit kinky. 8)


Yes, I know. Thats why I was refering to noobs complaining about that.
 
"Drown the monster, make all bad dreams go away, whatever, takes to keep running free, open scars, the quiet place, the, bridges fall to the ground,and you say you sacrificed"
 
It looks pretty nice.

I'd ideally like a new male and female FRM for the MC.

We're putting together a new campaign. The new character will not be wearing the Vault Dweller jump suit, and it would be nice to have a new sprite for the character to differentiate them from everyone else in the Fallout universe.
 
I only played FOT for a few hours about two years ago. I intend to reinstall it soon since I can get graphics from it. Plus, I'd like to give it a new try and finish it.

I'm not too picky. The main character will be starting off in community that somewhat resembles an advanced Shady Sands for lack of a better reference.

We're also thinking of shifting a little east, and have the game stretch from Colorado to California.

Some FRMs for other critters, but to kill, and other farm-animals would be quite nice. Right now, I'm working on the design document for our first city.

The tough part right now is deciding to work with FO2, IanOut, or Fallout Unlimited. I haven't downloaded Unlimited. The editors look nice, but the screenshots of play look a little rough. I don't know what features IanOut or Unlimited really offer until I play with them.

In one sense, I'd like to just use the FO2 engine because I know what features it has exactly. But can you do a whole new campaign with FO2? Can you alter where you start? Can we isolate the code for the opening scripts? Can we junk the entire World Map and start anew?

I downloaded the Fallout Modding Documents, and started reading through it. The tutorial walked through changing the stats on a gun. While it's important to walk people through the basics of hex-editting, my question is what tools exist if I decide to edit FO2 directly? Will it take years to incorporate new dialogue without tools?

What are the advantages of the different routes we could go?

Does anyone have existing resources hosted somewhere? Often, when I try to download from NMA, the links don't work. I think the anti-leech scripts are screwing up, because it says I can't download from another site, when I'm trying to download from NMA directly.

I fully intend to spend some time myself converting resources, and trying to add to the community, but first I have to figure out a plan of attack and approach for my team. I know two really good programmers personally, but I haven't heard from them if they're on board yet. My designers/writers would prefer simpler tools.

I've done programming in C/Basic/Pascal predominately. I'm a mediocre programmer, and I've done my fair share of hacking and hex-editting over the years. I think I could modify FO2, but is it really feasible to make a new campaign in FO2?
 
Yes, but it does take a while to do :) We are making a completely new campaign for Mutants Rising.

Tools:
The official mapper for FO2 (if you cant find it here we have it at www.mutantsrising.com)
Some of the guys at MR have made a dialog editor which speeds up writing dialogs quite a lot, we are planning on releasing it soon (ish).

Yes you can have a completely different world map as well.
 
The current build of IanOut really doesn't look like it will work. Combat doesn't work properly, and you can't script.

I will check out Unlimited as well, but it looks like I may be left with working with FO2 itself.

I will then likely have to pour into these forums heavily and see how much each of the FO2 file-formats have been explored.

I've seen a variety of tools to edit FO2 graphics or convert them. You're working on a dialouge editor which is nice.

Maybe I should get my code monkeys to see if we can create a NPC editor. If you have any info on NPC file formats, please email it to me at enderandrew@sluggy.net while I try to hunt down my code monkeys.
 
There are some good tutorials out there on .FRM's.

If we use FO2, which seems more likely now considering IanOut's limitations, I'm left with a whole new bunch of questions.

How do I START a new campaign with FO2?

How I start a brand-new world map?

How do I tell FO2 which map to start on after character creation? What scripts are run at the start of the game? Are there any scripts that run at timed intervals?

Ideally, I probably want to erase most of the scripts in the game (or move them to another folder to peruse later).
 
I'm just the graphics guy so I'm probably not much help here, try starting by following ColJacks tutorial on the maper for making new Prototypes and then start building a new map. I'm sure once you get the map done you could just add it to the campaign.

Also if you contact Corpse he was offering to make new World Maps for people to use, he made a new one us at MR.
It was in this threaed here: http://www.nma-fallout.com/forum/viewtopic.php?t=6211

He's also a pretty good scripter and all round nice guy :)
 
Thanks a lot. And silly me, upon reading some of these tutorials, it seems that the mapper can be made to also edit prototypes. There is also the FUCK utility. I will need to play with both. I'm not sure we'll need an NPC editor after all.

Right now, I'm wondering how many elements are hard-coded in FO2 that we'll have trouble working around.

I should eventually compile all the steps necessary to start a new campaign in FO2 into a tutorial.
 
Thanks! This website, and the community are pretty nifty.

I've found a lot of the answers I'm seeking are already here. There seems to be some good tutorials and info on editting the map files.

The only answer I couldn't seem to find was how I determined what map the character started on after character creation, but I guess that's hard coded.

As always, you are extremely useful!
 
I think it may be controled by the City.txt file. Perhaps it automaticaly starts on the first map? I know it can be done because we have done it a MR (by 'we' I mean not me)
 
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