npc appearance question?

psycopathus

First time out of the vault
I've been hoping someone would make a faq about how to change npc's appearances. I just read coljack's tutorial but I'm still lost. What editor do I use? F^ck? It doesn't seem to allow changing appearance though..

I was thinking of maybe changing skynet (aka brainbot) into a badder ass looking robot...

and requesting a long dark coat armor frame mod..
 
if you have the frm's(i.e. the frames for your meaner looking bot or the long coat fellow) it's fairly easy to insert them into fallout2...the problem is making the frames, cos they don't apear from out of nowhere :wink:
 
Install the official Fallout 2 mapper and use that to edit the proto files for skynet

Once yuo have made the new armour, just make a new armour proto for this or edit the appearence of the NPC for it
 
could you be more specific or point to a link that is in how to change an npc's appearance? Like, is it possible to change skynet's appearance into that of a pacification bot from tactics? The animation frames and everything should already been done, right?
 
psycopathus said:
could you be more specific or point to a link that is in how to change an npc's appearance? Like, is it possible to change skynet's appearance into that of a pacification bot from tactics? The animation frames and everything should already been done, right?

If you were to add the pacification bot FRM set to \art\critters, and added a line for it in critters.lst, then in the mapper you could change the proto for skynet to use that one. Click on the critters button, find the skynet protos (there are multiples), select Edit, then toggle the image in the upper right hand corner (use the End key to go right to the end where the pacification bot is).

Note however that changing the proto doesn't change the critters that are already placed on maps, so you'd have to edit the sierra map and delete and replace skynet.
 
But for skynet, who cant where different armours, you wont need to change the scripts.

1) Install Fallout 2 Official Mapper

2) Edit each of the protos for skynet, there will be one for each level of the NPC, to use the new FRM model

3) Load the seria army depot map and then change the FRM of skynet in the map

4) Save the map

5) Any new proto files that have been made (or edited) in the mapper will need to be set as 'read-only' before you run Fallout 2

Also be carefull what FRM you change skynet too, if the new model doesnt have all the animations that skynet uses it will crash the game, for example the riffle attack sequences. Or you coud edit the scritp for skynet to use different weapons

Sorry, I'm not a scripter so I cant help you with anything in that area.
 
I'm still having problems.. Can someone help break it down for me?

I'm looking at the miria mod script and the block
else if ((ArmourVal==PID_LEATHER_ARMOR) or (ArmourVal==PID_LEATHER_ARMOR_MK_II)) then begin
metarule3(107,self_obj,16777221,0);
floater( random(6005, 6006) );

the 16777221 is the new critter appearance right?
but 16777221 - 16777216 = 00000005,pro which is the appearance of a radscription according to the critters.h file?

What am I doing wrong?

I also looked at the b-team mod and the files in the dat file are in int file type.

Are int files just compiled form of ssl files or am I editing the wrong thing?
 
psycopathus said:
I'm still having problems.. Can someone help break it down for me?

I'm looking at the miria mod script and the block
else if ((ArmourVal==PID_LEATHER_ARMOR) or (ArmourVal==PID_LEATHER_ARMOR_MK_II)) then begin
metarule3(107,self_obj,16777221,0);
floater( random(6005, 6006) );

the 16777221 is the new critter appearance right?
but 16777221 - 16777216 = 00000005,pro which is the appearance of a radscription according to the critters.h file?

What am I doing wrong?

I also looked at the b-team mod and the files in the dat file are in int file type.

Are int files just compiled form of ssl files or am I editing the wrong thing?

Confusion ... there are protos and there are appearances ...
two different things that have similar numbers.
If you look in artfid.h you see:

#define FID_HFLTHR (16777221)

The artfid numbers are one unique number for each appearance (FRM set).
The critrpid numbers are for protos. Two different animals.

Yes int files are compiled ssl files.


EDIT: A bit more clarification on this:

FID is a file ID ... the number of the art (FRM) for a critter
PID is a prototype ID ... the number of a critter blueprint with all of the stats

Every FID is unique, but mutiple PIDs can use the same FID. For example more than one critter will use the NFNICE file ID for its appearance.
 
Yup, Dude get it all right.
For metarule you can use makros from artfid.h, and better use it with art_change_fid_num macro from define.h.

Use it like this:
art_change_fid_num(Self_obj,FID_HFJMPS);

I also looked at the b-team mod and the files in the dat file are in int file type
Yes, but there is(in *.zip) ssl version of Sulik script (see link in Dude_obj post).
 
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