Playing as Mutant in Fallout 2

KrigaerN

First time out of the vault
Hi guys i dont knwo much at all about modding but i think i heard you could change your body to a super mutants in Fallout 2, if so can anyone explain exactley for me how i do this i would be very happy thank you.

Ok now i read the FAQ and know what to do i think but still dont know which of all these are for the Super Mutant???



PostPosted: Wed Aug 11, 2004 21:54 Post subject: Ever wanted to be Dogmeat? Reply with quote
I don't have too much time now, so I'll be brief... (and if I don't write this now, I don't know how long it'll take when I will).

First: this isn't very new knowledge. This is the way how the patch that makes you possible to start with jumpsuit does the trick. Anyway I realized this other way to use this thing some time ago.. It could be useful for some small mod. Anyway, here it comes:

You can be any critter you like

First backup your fallout2.exe
Get youself a hex editor.
Then find text "hmwarr" from fallout2.exe.
Change the text to some other critter ('magcko' worked pretty well)
Save and run the fallout2

And now the bad news:
Some critters doesn't have run or secondary attack... and wielding weapons didn't work if I remember correctly.

And for those who are too lazy to find the list of possible critters:
Code:
hapowr,21,1
harobe,11,1
hfcmbt,11,1
hfjmps,11,1
hflthr,11,1
hfmaxx,11,1
hfmetl,11,1
hmbjmp,11
hmbmet,11
hmcmbt,11,1
hmjmps,11,1
hmlthr,11,1
hmmaxx,11,1
hmmetl,11,1
mabrom,15
maddog,16,1
mahand,17
reserv,18
mamrat,19
mamtn2,21
mamtnt,21
mascrp,22
masphn,23
masrat,24
mathng,25
nablue,11,1
nachld,27,1
naghul,11
naglow,11
napowr,21,1
narobe,11
reserv,11
nfbrlp,11
nfmaxx,11,1
nfmetl,11,1
nfpeas,11,1
nftrmp,11
nfvred,11
nmbpea,11,1
nmbrlp,11
nmbsnp,11
nmgrch,27
nmlosr,11
nmlthr,11,1
nmmaxx,11,1
reserv,46
reserv,11
nmpeas,11
reserv,49
reserv,50
maclaw,51
mamant,52
marobo,53,1
mafeye,54
mamurt,55
nabrwn,11,1
nmdocc,11
madegg,58
mascp2,59
maclw2,60
hfprim,11,1
hmwarr,11,1
nfprim,11,1
nmwarr,11,1
maplnt,65
marobt,66
magko2,67,1
magcko,68,1
nmvalt,11,1
macybr,16,1
hanpwr,21,1
nmnice,11
nfnice,11,1
nfvalt,11
macybr,16,1
mabran,19
nmbonc,11
nmbrsr,21
navgul,11,1
malien,80
mafire,68,1
nmasia,11,1
nflynn,11,1
nawhit,11,1
maboss,85
maquen,86
nmcopp,11
nmmyrn,11,1
nmlabb,11,1
magun2,90
nmfatt,11,1
nmrgng,11,1
nmgang,11,1
nfasia,11
nmmexi,11,1
nmboxx,11
maantt,97
nmoldd,11
marobe,99
madeth,100
magunn,101
mabos2,102
 
You can do the same thing without editing executable. Just use Sfall:

Code:
;To change the default and starting player models, uncomment the next four lines.
;The default models can also be changed ingame via script
;MaleStartModel=hmwarr
;MaleDefaultModel=hmjmps
;FemaleStartModel=hfprim
;FemaleDefaultModel=hfjmps

If you'll change it to Super Mutant then you won't be able to use pistols, rifles, spears or sledgehammers (Super Mutants don't have such FRMs).
 
mvBarracuda said:
What part of it didn't you understand? Do you know what a hex editor is?

If u even read my full post you would have noticed im NEW to modding, if u get what that means.

And thank you next poster for agood reply, my question is to you, what do i change those lines to if i want my body to be Mutant? Since i dont know the critter code / name for mutants
 
Check out:
http://modguide.nma-fallout.com/#Graphics010

Note: being familiar with a hex editor has nothing to do with modding. Usually you don't use hex editor for these purposes but in this case it's needed in case you're not using sfall (though there is no real reason to not use it).

Remember that changing to some weapons will crash the game because of missing animations though.
 
KrigaerN said:
And thank you next poster for agood reply, my question is to you, what do i change those lines to if i want my body to be Mutant? Since i dont know the critter code / name for mutants

MAMTN2 and MAMTNT.

MaleStartModel/FemaleStartModel is used before you'll get Jumpsuit
MaleDefaultModel/FemaleDefaultModel is used after Temple of Trials

But you must use Timeslip's sfall for this. Change ddraw.ini in this way (if you're playing as male):

Code:
;To change the default and starting player models, uncomment the next four lines.
;The default models can also be changed ingame via script
MaleStartModel=MAMTN2
MaleDefaultModel=MAMTN2
;FemaleStartModel=hfprim
;FemaleDefaultModel=hfjmps
 
Ok guys now i have installed Fallout 2, updated to version 1.02 and downloaded "Sfall" for that version, and put the ddraw 2 files in the fallout 2 directory. so now i wonder, what shall i open to find all the stuff with the critter codes in? Must i download some hex editor also to be able to play around with it???

Cause i just installed a few Hex Editors and opened "Critters" and Fallout2.exe with them and all i see is loads of different numbers, not the "malestart" stuff you all typed.

So what am i doing wrong? :S
 
If you installed Fallout 2 and if you have sfall then you don't any hex editor, just change those two lines in ddraw.ini file (you should have this in your FO2's directory) I posted earlier.
 
Hey man i just discovered that recently so i changed it but still when i start the game i start of as a human?

I changed all four lines there to the mutant body, then tried just the first 2 of Malestart and maledefault, but still no change
 
You're doing something wrong then. Remove ";" from the beginning of those four entries.

KrigaerN said:
I changed all four lines there to MA MTN2
Not MA MTN2, but MAMTN2 (without any space).


----------------------------EDIT

As you can see it's working:

 
But you can not use ladders then. The animations are missing.
 
Lexx said:
But you can not use ladders then. The animations are missing.
Hehe, good point. But this can be easily fixed by adding one frame ladder animation (I don't remember the name), I guess...
 
I just made a copy of the "use object" animation and renamed it to the ladder animation. It is ok this way, I think.
 
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