NPC Armor

hehe, but i think this carma stuff is not very a big deal. the most work is to implement the gorris script.

On this way, timeslip sholud fix the item script bug, when he has time again.
 
Josan12 said:
Good to hear someone still remembers it!

I actually finished all the work for the PA helmet on/off mod some time ago, but have been severely hampered by, to quote Contie "this fucking shitty past-gen Fallout engine crappy crap". :crazy: :x
I am now officially a member of Contie's club. ;)

I'll relase the mod very soon but TBH, with the ridiculous engine limitations (i.e godamn offsets) it's going to be very imperfect. Maybe someone will at least be able to make use of some of the NAPOWR art i made... :shrug:

It's good to see you haven't given up! :)

Even imperfect, it's that kind of details that give Fallout 2 a new lease of life. :clap:
 
Hello Gentlemen

I have been a long time admirer of your excellent work. Many of you guys seem to complain about the frame offset numbers when building the new critters, but I’m not sure what method you are using. I find that if the new modified artwork is a perfect copy (dimensionally) from the original, then you can polish off the offset frames quickly, but if you have changed the original shape: i.e. – new back pack, or weapon, then obviously you will need the ghosting effect turned on and you can manually drag the artwork into position with the little cross in the bottom left hand corner. For the delicate movements you use the X-Y frame offset tool.
My method is as follows:

1. Load the original (eg "Vault Dweller") FRM.

2. Go to the "Add Frames" button and add the new (Pink Vault Dweller) critters BMP's in same sequence as the original FRM's. The left hand table should include - E.g. 1, 2,3,4,5 FRM - then 1, 2,3,4,5 BMP's.

3. Open the Option button and turn off the "Lock Offset" button and turn on the "Auto cutting" button.

4. Now one of the ghosted buttons will be open, the single "Frame Offset" button, between "Frame Up” and "Remove Frames".

5. Turn on the ghost feature (ctrl+G) for assistance.

6. Now select the 1st BMP (1) and use the "Frame Up" button move the BMP directly underneath the corresponding 1st FRM. If you then click on the single frame offset button the X-Y coordinates should be 0-0, that means the FRM and BMP are in exactly the same frame offset position. If you use the ghosting feature there will be no red area indicating the frames align correctly.

7. Do the same for each BMP. If you notice that any of the BMP do have the red area, then click on the single frame offset button and change the X-Y coordinates to X=0/Y=0. 9 times out of 10 this will align the BMP with the FRM above. If it doesn’t grab the "Move Frames" button, (the bottom left hand button beside the "Pick Sample Color" button), and nudge it into position or use the double "Frame Offset" button, (beside Add Frame), and type in the X-Y table until the BMP and FRM align.

8. After you have completed all the BMPs the long table on the left should look like (From top to bottom) FRM, BMP, FRM, BMP, etc. Select all of the original FRM with the shift key and delete them. Then click the Vault Boy head icon, (Create FRM), and done.

9. Complete all directions. NE, E, SE, SW, W, NW.

PS - If you have modified the critter artwork extensively e.g. - (Flamer SMG) you will always need to use the "Move Frames" button to correctly align it, but with the original FRM as a guide it shouldn't be a problem.

I hope I’ve been of some assistance, (if this is all common knowledge then sorry for wasting your time).
 
Allright, so you guys are onto the NPC graphics, while I've been having naughty thoughts on a PC graphics mod for several years now.

Now, many of you have seen her, many more have lost their minds because of her. Who she might be? Behold... the Redhead of the Holy Thirteen!

redheadmod.jpg


So that's what I am up to. The redhead player character. It's only halfway through leather jacket animations though...

I've been using FRM Workshop this far, though I'm experiencing a lot of extra work manually adjusting every frame offset when replacing BMPs, because the program refuses to preserve this data. If anyone out there would make anything, a thirteenth-party program, script, whatever to automate this and relieve the labour off my shoulders, I'd be eternally grateful. (And perhaps even finish the mod a few moments too soon!)

P.S. Perhaps I am missing out on some modding tools or features, if so, please do let me know!
 
.Pixote. said:

If i understand you correctly you're basicly describing your technique for aligning the frames within an FRM. Offsets within an FRM are very rarely a problem, because 95% of critter work done here on NMA is critter editing only. As you correctly say, if the size of a frame is changed, this can mess things up, but in the vast majority of my work frames are not altered in size if at all possible and only the pixels are modified in some way. This i think is true for most NMA critters modders work.

The problems caused by offsets involve how 2 different FRMs link to each other. When they are either a) different sizes or b) have different offsets this becomes a nightmare becuase, unfortunately the 'ghosting function' in Frameanimator only compares frames within 1 FRM - not 2 that will 'link' into each other (i.e. JH (raise rifle) to JJ (fire rifle)) Ultimately the offsets between animations are often flawed in the FO graphics engine as, if you look closely, lots of the vanilla animations are ... well, wrong! But FO2 especially i think was forgiven for its many flaws in credit of being an awesome and ground-breaking game. Thats how i see it anyway.

@ Aqui - i recommend Frameanimator for FRM work. If you only edit original critters (i.e. the female leather jacket) you won't need to mess with the offsets at all (unless you change the size of any frames as i mention above) offset data will be preserved in an .FPR file for your convenience!

a) open FRM with frameanimator
b) save BMPs into folder (its important to be organised)
c) edit BMPs in PS, GIMP whatever
d) recompile BMPs in frameanimator
e) done

rinse and repeat many times! FYI, a complete hero critter set is approximately 10,000 frames minimum to edit (depending on which armors you do). I dont want to sound discouraging, but i think it's good to have an idea of whats involved.

Good luck
 
Actually Josan12 has a very good point, but if you add the fact that you must open every frame, position the frame in Photoshop, mess around with it in some way, export the frame as a BMP, open Frame Animator, load frame in sequence, fuck around with frame offset numbers, then make your lovely new critter – guess what - 10,000 frames suddenly becomes 50 or 60 or more thousand frames of work, all up. And you wonder why you’re not getting any sex!!!

I say go for it, because remember we are talking about Fallout, and in the end its worth it...
 
.Pixote. said:
fuck around with frame offset numbers

That's exactly the toughest part, imo. I'm fine with hours on photoshop. The manual copy-pasting of values is the time eater, making FRM Workshop my prefered program, cause it saves some clicks with frame offset windows.

Or am I still the ignorant type, not understanding Frame Animator's automate function?
 
As i said, you shouldn't need to mess with offsets at all if you are not re-sizing frames (which i strongly suggest you avoid)

a) open BMP
b) edit frame
c) save over original (alt + s)
d) when all frames are done open the
edited FRM by going into your folder where
the edited frames are and open the .FPR file.

That's it. It's a very simple process - it's the 1000's of frames
that takes the time.

@ Aqui - I've never used frameanimator's automate function, though it could be used for reversing the order of a long animation, or something similar.
 
where can i get to change the hero/pc appearance? wearing APA makes me no different from enclave..

plus, when cassidy (with PA) is using gauss pistol, he has his helmet on.. which is hard to differentiate from vic..

any ideas? link me please...
 
I'm posting the final version (1.1) of the NPC armor mod here for any and all interested to download. All of this content is already in the RP 2.1 and, i believe, the MM also.

Code:
Changelog, v. 1.1 of the Fallout 2 NPC armor mod.

1) Corrections to most animations.  (Due to the huge number of animations and the fact that this project was basicly a one-man operation there are still a few issues remaining like sulik's feet jumping around, offset errors, and occasional head/armor jumping.)

2) Myron now has Combat armor and T51b animations.  He still uses his default sprite for all other armors, however.

3) Vic now has T51b animations.

4) Thanks to x'il's hard work Cassidy now has near-flawless No armor and Leather Jacket animations.  Well done x'il.

5) Cassidy's Combat Armor animations were made by Lexx.  Good work Lexx.

6) Sulik's Leather Armor animations were made by Jotisz.  Thanks to Jotisz.

So this is the final version of this mod as i will not be working on it anymore. If anyone wants to give Myron the rest of his threads, or any other NPC for that matter, then please do.

As always, anyone can use this work in their Mod/game/collection but please give credit to Me, the contributors above and, of course, BIS.

Here's the Vault Wiki page updated.

******************************************************

You know them .... You love/hate them ....


CASSIDY

nmcanaha2.gif
...
nmcaljha2.gif
...
nmlthraa2.gif
...
nmcamaha2.gif
...
glcmbtja2.gif
...
nmcapaha2.gif



SULIK

nmwarrfa2.gif
...
nmsuljfa2.gif
...
nmsulafa2.gif
...
nmsumafa2.gif
...
nmsucafa2.gif
...
nmsupafa2.gif


VIC

nmfattaa2.gif
...
nmviljja2.gif
...
nmvilaja2.gif
...
nmvimaje2.gif
...
nmvicaaa2.gif
...
nmvipaaa2.gif


MYRON

nmmyrnaa2.gif
...
nmmyrnaa2.gif
...
nmmypaaa2.gif


DOGMEAT

maadogaa0.gif


Find them in Killaps excellent RP 2.1 or later, MIB88's Megamod, or here.

I'll be updating and re-releasing my other mods shortly.
 
Looks pretty this way. :)

When the bald dude metal armor animations are released, some of Cassidy's metal armor there could be updated a bit.

However, no download link(s)? post some DL's darn it! :P
 
Josan, it seems you packaged the same mod files twice, one set in "NPC armour mod" folder and one in "NPC armour mod 1.1". Or is there any difference between these two sets?
 
Ooops. It seems the old 1.0 version felt left out and crept in. :D Re-linked with a mercifully smaller .rar file (about 45MB)

And yes - as x'il says, when the Bald Dude mod is finished Cassidy will get a makeover in Metal. Awesome.
 
Suggestion:
I hope Vic & Myron is helmetless when they wear PA or APA... anyone else feel the same?

Is there a reason why Myron walk like a tard when in PA? Might as well give them some moon walk.. haha
 
joochian said:
Suggestion:
I hope Vic & Myron is helmetless when they wear PA or APA... anyone else feel the same?

Nice idea, but sorry bro, too much work.

joochian said:
Is there a reason why Myron walk like a tard when in PA? Might as well give them some moon walk.. haha

One thing that people seem not to notice about Myron and Vic is that they're SUPPOSED to be 'tards'. It's written into all of their dialogue, graphics and personality. So i modified their walking animations in PA to be stiff, and unconfident as suits their animations and character.
 
Josan12 said:
joochian said:
Suggestion:
I hope Vic & Myron is helmetless when they wear PA or APA... anyone else feel the same?

Nice idea, but sorry bro, too much work.

joochian said:
Is there a reason why Myron walk like a tard when in PA? Might as well give them some moon walk.. haha

One thing that people seem not to notice about Myron and Vic is that they're SUPPOSED to be 'tards'. It's written into all of their dialogue, graphics and personality. So i modified their walking animations in PA to be stiff, and unconfident as suits their animations and character.

well, myron walked more like a robot.. while Vic walked normally like the PC in PA.

Well, if not helmetless, the please give PA-Myron, a pocket protector? his red sneakers? or white color PA?

or for Vic, some brown PA bottom, or something defining...

how about the PC? how to differentiate from generic Enclave critter?

good work, by the way, I enjoyed the NPC armod alot...
 
This mod is much more flexible than B-team. All you need is to overwrite custom critters with the ones you want. Not to mention that you can make it in any time of your playthrough. So some of the lulz can be easily fixed. Thank you very much.
 
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