New Location Mods

Merge with the "New Location Mods", would you Per?

Wild_qwerty said:
For the Bunker 21 mod is this based upon any of the fan patches or is it based upon the official patch?

I believe it would work, but you'd have to replace the city.txt etc. with the new files and add it manually.

It would only work with non-DAT version, I think.
 
You mean you've gotten it to work with patch 1.051?

Cool. I hope it'll be just as simple with NAM ;)
 
I *think* I go tit going, I havent fully tested it yet. But I combined it with Serphs 1.03b patch.

Err in fact I went a few steps furthers and combined the following mods:

1) Serphs 1.03b patch
2) The Abbey
3) Bunker 21
4) Den Residential area
5) Exapnded Toxic Caves (formaly the toxic mod, coljack and I were working on)

I will be adding the new weapons I am making (hand flamer etc...) and at Psyhosnipers sugesting removing some of the equipment from the bunker 21 mod to improve the blancing with the rest of the game.

Oh I will also be adding the environmental armour and a couple of new critter sprites

I should end up with a FO2 Expansion set :) I think I can do this as mopst of the work is jsut making new art, which I can handle okay. I think the only scripting that would be required is for the shops to stock the new weapons and armour and Dude_Obj has said he will help with this.

The reason the toxic mod nver got finished is because I struggle to use hte mapper (I can barely make the new guns) and it required a fair ammount of scripting, but I will reduce this into a straight 'Kill all the monsters' map

so there's not a huge ammount of work to do. Once I have it done (if I have it done...) I will upload it for testing
 
Wild_qwerty said:
The reason the toxic mod never got finished is because I struggle to use hte mapper (I can barely make the new guns) and it required a fair amount of scripting, but I will reduce this into a straight 'Kill all the monsters' map

So, are you saying that you could use someone experienced with the mapper? Maybe I know someone who could help...

Oh, and killing monsters is OK, but make it at least as worthwhile as the Military Base map, give some background story etc.
 
Toxic mod? I recently had the idea of expanding the Toxic Caves depot using the mapper, not adding any scripts but just making the whole place a little bigger and more characteristic, spreading out the loot and adding a few bots. You're saying it's been done/is being done? Aww.

Another idea someone had that I found attractive was to add several minor locations to the world map, nothing fancy in terms of loot or encounters, just ruins and stuff. Maybe three locations out of ten with actual talking people in them. I like neat mods that stack well with the main game and with each other...

Edit: Whoops, thought this was the B21 thread in the mod forum for some reason. Maybe we should take the discussion there.

Also, someone sure likes to quote me. :)
 
Per said:
Edit: Whoops, thought this was the B21 thread in the mod forum for some reason. Maybe we should take the discussion there.

I'll find a reasonable point of exit, split it and put it in your court...

Per said:
Also, someone sure likes to quote me. :)

Per looks above! Per sits below! Watch the Postcount and the Database grow!
 
oh well, so much for me keeping this one a secret unti I had it just about done :)

But since I have revealed all I will lsit what the current build status is (though its not really tested) and needs the city limit patch to run.

Code:
FO2 Expansion Ver 0.3
1.03 FO2 Patch by Seraph
The Abbey
EPA Maps (copied to maps foler but no added to game)
Bunker 21 - needs to be balanced
The Den Residential
Expanded Toxic Caves map added - needs critters and items added

New Projectiles (misc) - completed
New Weapons (12 new weapons) - In progress
New Ammo (3 types) - In Progress
New Armour (Environmental) - In Progress
New Critters (2 to 4 new models) - Protos not started

Update Hero armour FRMs for new weapons
Male models - completed
Female models - not started
Power Armour 1 - Completed
Power Armour 2 - In Progress
Environmental - not started

Shop keeper scripts updated for new items - not started (Dude_Obj :) )

Update World map for new critter encounters - No done (dont yet know how)

And thats pretty much it, though I shoudl hopefully have the critters and FRMs done in a weeks time. I will being trying to rush this out in the next few weeks as I get married in a months time and will be taking some time out of modding for a while. So if is not done by the 12th of Feburary I will hand it on to someone else (I *think* I can do it before then)

*EDIT*
I could have a test version ready for scripting a lot sooner, but you wont be able to play the game as a female character until I complete the new female attack FRMs
 
Wild_qwerty said:
o*EDIT*
I could have a test version ready for scripting a lot sooner, but you wont be able to play the game as a female character until I complete the new female attack FRMs

Who cares :D

I've been browsing the SHAMO forum, and it seems that our new friend Lich (the B21 guy :) ) has been converting and putting together some new FRM's for Fallout 2:

bmb.jpg



taxi2.jpg



czolg.jpg
 
Wild_qwerty said:
you wont be able to play the game as a female character until I complete the new female attack FRMs

I can't be buffy? :eek:

This is one funny line of code ....
if ((dude_is_female) and (dude_name == "Buffy") and (dude_wearing_leather_armor) and (did_buffy == false)) then begin
 
Code:
if ((dude_is_female) and (dude_name == "Buffy") and (dude_wearing_leather_armor) and (did_buffy == false)) then begin

God this is awful :-Q
 
Jebus said:
Also, I don't think it would really be all that necessary: it's not like one carries around that much stuff, really. Plus, a sort of 'home' to return to would kinda kill the whole 'wanderer of the wastes' feel for me.


Then dont use it :p .

Thats why its called a Role playing game. Your characther might not want it, but anothers might. (would also be cool if there was a place where you could buy MrHandys that could fight, like in Corpses FO1 mod with a MrHandy Mk2, but make them REeeeeeeeeallly expensive, so youre only likley to get them after winning)
 
PsychoSniper said:
MrHandys that could fight

The repair bot (handy) is one of the few critters that can use a flamer. It can also use big guns and miniguns. Handy could definitely be a decent fighter.
 
Yeah, Corpses FO1 CheatBoy mod is deffinatly improved by the MrHandy Mk2.

Maybe we can convence him to share...........


Speaking of sharing....... I have an idea, most people here should be receving a PM from me.......
 
Looks like I've got all the protos sorted out in the mapper now thanks to Dube_Obj :)

It even gave me an excuse to crank up the old hex editor (I like hex editing stuff, ever since my friends older brother improved his characters in pools of radiance, back on the old commodore 64)

So I will start on testing the weapons soon and then tidy up some of the maps

*EDIT*
Well it seems to be comming along nicely right now. I've added four new critter models and just have to finish their protos. I've done a bit of tweaking on the weapons etc... and they seem to be going okay, but I just need to finalise the last few.

The mod is already 19.9MB zipped! But it shouldn't grow much from there, so expect the final mod to be about 20MB to 25MB

Oh! And I forgot that I still have to make the new attacks for the robe model :roll:
 
Excellent....

Oh, has anyone wondered why no remnants of the Golden Gate Bridge can be seen in Fallout 2? I mean it was a big war, but a piece of the bridge would be nice?


Anyhow, excellent work... Whats in the Den Residential Area anyway?
 
Carib FMJ said:
Excellent....

Oh, has anyone wondered why no remnants of the Golden Gate Bridge can be seen in Fallout 2? I mean it was a big war, but a piece of the bridge would be nice?

When I arrived in SF in the game I was really surprised because its not at all like SF! All they did was china town. There should be a financial district with burned out office buildings and a lot more. I thought that SF was one of the worst implemented areas of FO2.
 
well if someone makes it....

Anyway, did I mention making new critter models is tedious? The worst one is the robe model, it jsut seems to be a lot harder to align the frames after editing the FRM, but I got it done. I spent last not reworking a few of the FRMs for the environmental armour so it runs a little better in FO2.
 
Keep up the good fight, Wild. You have done great and I can't wait to try out the fully implemented new locales as well as add ons. Den Residential area... Hehehe. That is going to be good.
 
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