Pipboy... err I mean Vault-Boy FRM and basic mod - Completed

First off for more detailed instructions please see Coljacks Tutorials but in brief ...

1) in the '..\Fallout2\data\art' folder there should be a file critter.lst just an a new line at the bottom with the first 6 letters of the FRMs name (without the action suffix) and put the next number in the sequence there

2) In the editor make a new 'Proto' for the new critter or armour.

3) put the new item on a map or somewhere

4) play it.

Like I said very brief but go to http://www.coljack.pwp.blueyonder.co.uk/fallout/ for more details
 
Hey Qwerty would it be possible to make that cow-armour for fallout 2? You put it on a voil'a your a cow, could be cool for a thief fallout mod :P
 
You just make a proto for a suit or armour that uses the Brahmin FRM, in all theory you could make up a quest to "Sneak into the building and spy on somebody...."

So you need to make a costume to sneak past the guards, so you out on your brahmin suit.

*EDIT*
You can now download the Vault-Boy FRM from the following location, sorry I had already named him HMPipBxx (Hero Male Pip Boy)

http://www.freewebs.com/wild_qwerty/Critters/FRMs/VAULT_BOY.zip
(remeber to right click and save as, also this is a slow download)
 
OK I have just uploaded this to NMA a few minutes ago, so as soon as it gets approved you should be able to download it.

To play the game as the Vault-Boy you need to download:
1) The Critter Patch
2) The Vault-Boy Mod

The Critter patch is just under 20MB zipped and contains 20 new critters including the Vault-Boy.

The Vault-Boy mod is using the Fallout Virtual Patcher to set the default player model to the vault boy
 
Montez said:
Quick question (hopefully): What else do you have to do to add an item? That is, after you get done with the .frm, what else do you have to do to get the item in the game?

You have to create the prototype, add the frm and pro file names to the lst files on their respective folders and edit pro_item.msg file to add the item name and descriptions.

BTW Nice work Qwerty, I wouldn't mind to put it in a mod as an interactive AI hologram.
 
ooh... great idea... lets nick it lads... !!! make him yellow see thru....

anyway, to the point of my post.. and it's only a niggly little thing, you don't need to edit the pro_item.msg file to add the description ( aside from the fact it would be the pro_crit.msg file.. :) ), the editor does that for you when you edit the name and description when you make or edit the proto... .

the only reason for having to edit the pro_crit.msg file is if you have a long winded description that's too big to fit in the description space in the editor... and even then, i'd put a simple name and description in the editor to create the entry for you to edit after...
 
ColJack said:
ooh... great idea... lets nick it lads... !!! make him yellow see thru....

That would look cool, though you could always turn him translucent when you place him in a map with the editor.

anyway, to the point of my post.. and it's only a niggly little thing, you don't need to edit the pro_item.msg file to add the description ( aside from the fact it would be the pro_crit.msg file.. :) ), the editor does that for you when you edit the name and description when you make or edit the proto... .

That's right, I had forgotten that. If I remember right it also edits the proto lst files for you when you add a new item.
 
holo graphic Vault-Boy? Sounds cool! You will just need to make his damage resitance 100% as it would be weird if you could kill him.

For some reason the mine file didnt upload yesterday, so I will try it again soon
 
Wild_qwerty said:
holo graphic Vault-Boy? Sounds cool! You will just need to make his damage resitance 100% as it would be weird if you could kill him.
Wouldn't he still be vulnerable to an instant kill critical?
 
First great work Wild_qwerty really :D

Second, Holo-Boy is a great idea, there is an option in mapper prototype editor to set critter immortal(i think).
 
Wild_qwerty said:
holo graphic Vault-Boy? Sounds cool! You will just need to make his damage resitance 100% as it would be weird if you could kill him.

For some reason the mine file didnt upload yesterday, so I will try it again soon


He would not be affected by any projectile or energy weapon, but EMP grenades.

I think it would be cool also if a new death animation was made where the hologram just fades out.

BTW: Holographic Vault-boy was not my idea, my friend Lex came up with it when I showed him the screenshot.
 
But what sort of motions owuld you need him to go through? Walking but staying stationary?

In the game the base FRM is the one with the 'A' suffix, this is the idle animation where the critter does something when he gets bored, like flip his knife into the air. In FOT most of the models only have a sequence where the critter 'breaths' rather than fidgiting. So is it possible to increase the rate at which a critter carries out idle 'a' sequence?

Or can you set up a script for the animation to just loop? If so would the FRM have to be set up as a piece of scerny rather than a critter?
 
I haven't got Tactics so I haven't seen the vault-boy frames yet, what animations does he have?

You can control animations through the critter script, I think it is possible to loop the animation on a critter too so you don't have to create a piece of scenery.
 
he will have all the animations that a character in FO/FO2 would have except for sledge hammer as FOT does not have those, it also does no have the animations for drawing a weapon and putting it away. I have made the FRMs for the flame thrower attack
 
How about making it a combat hologram you can activate automatically if you enter combat.

There is hologram and forcefield technology in Fallout2, why not make a new usable item (a portable holoprojector) which combines these technologies projecting a forcefield reinforced hologram (like the holograms in star trek).

You just need to add a new procedure to Obj_dude so if you are carrying the projector and enter combat, the Holoboy gets automatically placed 3 or 4 hexes in front of you and gets added to your party.

After combat is finished, the holoboy remains active until you deactivate him via the Holoprojector; you would also have to create a script for the Holoprojector to activate and deactivate holoboy.
 
Now that would be fun, in all theroy he probably wouldnt take up an NPC slot either.

What about ammo? or Would he only be able to make close combat attacks?
 
good idea, how about the holoboy being only a diversion aid with limited hp until its destoyed, but can be used again in say a certain time period. The holoboy wouldn't be able to attack, maybe turn it off and move it to a different area before it gets incapacitated.

Boque
 
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