NPC weapon restriction and pid number questions

Ambiance

First time out of the vault
First question, for example I was in the mapper looking at cassidy in Vault City and I know he can only use energy pistal and I wanted to make him able to use energy rifles and I was wondering how to do that? I've been looking through the scripts for any mention of any such restrictions but I didn't see any or just maybe I went blind after looking at all that code.

Next question how do I find the pid numbers for each proto? I think that how it works anyway, the pids reference each proto?

Oh I have another one actually I wanted to change some of the barter items in some of the shop keepers and what do each of the 3 variables mean Example: "check_restock_item(PID_223_FMJ, 1, 3, 100)" Whats the 1,3 and the 100 stand for?
 
Ambiance said:
First question, for example I was in the mapper looking at cassidy in Vault City and I know he can only use energy pistal and I wanted to make him able to use energy rifles and I was wondering how to do that?

Either you need to make new animation frames (possible you can just copy and rename his old ones), or change the animation used by the energy weapons, which would cause problems elsewhere.

Ambiance said:
I wanted to change some of the barter items in some of the shop keepers and what do each of the 3 variables mean Example: "check_restock_item(PID_223_FMJ, 1, 3, 100)" Whats the 1,3 and the 100 stand for?

A good guess is that every call to this procedure will put between 1 and 3 copies of this item in the shop's inventory with a 100% probability the item will be in stock.
 
Ambiance said:
First question, for example I was in the mapper looking at cassidy in Vault City and I know he can only use energy pistal and I wanted to make him able to use energy rifles and I was wondering how to do that? I've been looking through the scripts for any mention of any such restrictions but I didn't see any or just maybe I went blind after looking at all that code.

One way...as per said, is to copy and rename some other .frms. A good one to be copy for this purpose would be the standard rifle one.

Another way, is to give him a new body in the mapper. Cassidy in a leather jacket wouldn't be that bad..or even just use the hero leather armour frame.

To update you would need to change cassidy's many prototypes and replace his body on the vault city map and re attach all the necessary attributes.

Hope that works/helps
 
Actually, making new FRMs wouldn't be such complicated at all. It'd need a day or two of honest work using some paint program (yes, yes, you can do it in Photoshit). Simplified:

- convert all HMLTHRK*.FRM animations to bmp/gif (Chosen one in leather armor with a big gun)
- convert all NMLTHRJ*.FRM animations to bmp/gif (Cassidy with a rifle)
- cut Cassidys' head from his animations and paste it over Heros' animations (frame by frame)
- convert back to frm file format

If you think you can pull it out, I can write a small tutorial for it.

*EDIT* Here's what I've made in 15 minutes, using Adobe Image Ready - bald dude tribal, only one direction (east):

bald_dude.gif
 
Thanks. I'm thinking of making the bald hero for the Survivor2 mod, but I'm not sure about it, since there is a lot of other work to be done. Maybe when I finish 80% of the mod...
 
looks very good. But creating a new hero model would take allot of time as far I can see.....

6 different movement directions. 5 different armor models (not counting the tribal one and the models with helmets) 11 different weapons models.

so this would lead to 6 * 5 * 11 = 330 models to edit...right?
my knowledge is lacking about editing the models but if this is correct then doing this alone would be nearly impossible to do. It would be nice to see a team that could do all the modeling together.

maybe you should write a guide one how to edit the models. people might do some modeling if they are bored.. And when a group of bored people join together you get..... A TEAM :P ...
don't mind me I get carried away easily. Just saying that a modeling guide might be useful.

keep up the good work
 
Nope, no modelling, just pure pixel art. Copy all bald heads from Cassidy and stick'em on Dudes' shoulders.

But you're right, it is a big job, e.g. Dude has 115 animations with leather jacket. It'd take 15min*6directions*115animations=10350minutes=172.5 hours of work. Then there is the work for other armors, like leather, metal...

I just wanted to encourage Ambiance to try adding the big guns animation for Cass, but it seems he gave up. I might write the tutorial after all. Maybe someone has too much free time anyway!
 
Its doable...IF there are any people interrested to help out. If its easy to do I might try to help out when I got the time for it.
 
I was thinking this would open the door to a whole new world of populaces..but unfortunately there isn't a hugely fast way to do the animations.

And about doing the animations...I'm swamped with finals right now, but if I get this one job I will be working 4/4 so I will have lots of free time.

One way that you might be able to do it some what fast, and this has been mentioned many times before, is use a animation studio such as Poser to do it. All that you would need to do is set the paths, then just change the camera angle 6 times to get what you need.

After my last exam, i'll work on getting a new body that can run around in a level from poser.
 
lisac2k said:
15min*6directions*115animations=10350minutes=172.5 hours of work.
It is a lot of time. It will be better to use that time to make new total modification. Not critter head. I think...
 
modmaker said:
lisac2k said:
15min*6directions*115animations=10350minutes=172.5 hours of work.
It is a lot of time. It will be better to use that time to make new total modification. Not critter head. I think...

maybe the guys that suck at modding could help with making new critters (if it isn't to hard). Sure I rather see a total modification as well but I think that there are people around here that want to help out but they don't have any modding skills (like me). I'm hoping when the tutorial is done these people will try to create/edit the critters together. This way it doesn't seem so impossible. right .... ?

to bad there isnt a program created so it would easier to edit existing critters. Isn't such project in progress?
 
We're creating total modification.
We = our (my) team
But we don't have translator, so it will be only in Czech.

EDIT: And editing critters is not difficult. You only need right tools and copy/paste skill :) .
 
Oracle said:
to bad there isnt a program created so it would easier to edit existing critters. Isn't such project in progress?
Editing existing critters is really pita (pain-in-the-ass). As far as I know, all critters are made with some 3D program (and I think it was Lightwave3D), and the source models and files are... Unavailable. There is a way of creating a new critter in Lightwave, since I made one (the girl for Mutants Rising mod), but if you're not familiar with some professional 3D program, then there's no tutorial which might help you.
 
great job on the tutoral !!!

Now I truely see all the work that needs to be done by creating a new hero model. :shock:
 
Hi Lisac2k. I tryed to make a critter using Anim8or, but the program didn't look fit for such a task to me... Not for the animation process, anyway. I noticed that all Fo2 critters share the same movements: what I mean is it seems to me that they rigged the different critter models to the same skeleton. They used scripts to animate that skeleton, didn't they? According to Ashmo the models don't exist anymore. Is that file lost too? Critters added in Fo2 all share different movements from those coming with Fo1 anyway...
I'd be very interested in an animation tutorial. I found some non specific reference material about the matter: since this technique was so widely used you'd expect literally TONS of tutorials, and instead...
Cheers
 
@ Sirren67: Right. The rig(s) is/are also unavailable, leaving us to rig and animate new characters comparing their animations to existing low-res sprites... Like I did, making the girl critter. And I tell you, it's PITA (painintheass), too. Oh, cruel fate.

Now, if you ask me about the girl critter rig, I can tell you it's in LWS format and it's pretty ugly (what's with it then, is it pretty or ugly, huh?? :lol: ). BTW, the girls' rig doesn't cover all of the animations - e.g. I've made "melted_death" animation using the one from the existing androgynous kid... One more thing: you can use it in Lightwave3D only, unless you convert it somehow to some other format.

Rather complicated issue, I tell ya!
 
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