Fallout 2 mod Sexual flavor edit for Miria Mod

etast

First time out of the vault
ddlg edit v0.2
for Endocore's Miria Mod v2? (Miria-RP233)
by etast (etast funkysymbol protonmail.ch)
2021-04



This is a third-party edit for Endocore's Miria Mod. In short, it makes Miria call you "daddy" (or "mommy"), and you her "kitten/ little kitten/ little girl" (she's an adult).

Two versions of this edit are included - ddlg and mdlg, for male and female player character respectively.

It consists of edits to text of the Miria Mod but doesn't change any scripts of when text appears. The text changes are mostly converting "honey", "babe", etc to "daddy"/"mommy". Also, sexual bits are slightly more descriptive. Other than that, there are few changes.

If you want a properly written mod, I'd recommend using Endocore's Miria Mod without this edit. The ddlg edit is just if you want to play with this particular flavor, it doesn't "improve" the mod.



Installation:
0. General note: What you need to do (after you've installed the prerequisites) is just replace one file. The best way to do that (details below) is to rename the original file, copy the two provided files in the same folder, then rename one of them. Any time you want to change between versions, you just rename the files again.

1. Install the requirements: Fallout 2, Fallout 2 Restoration Project 2.3, Endocore's Miria Mod.
Links:
https://www.nma-fallout.com/resourc...ct-unofficial-expansion-windows-installer.10/
https://www.nma-fallout.com/threads/alt-miria-mod-updated-for-restoration-project-2-3.201176/

2. Copy the provided files "mcMiria-ddlg.msg" and "mcMiria-mdlg.msg" to the folder [Fallout-2-folder]\data\Text\English\Dialog\

3. In the same folder, rename "mcMiria.msg" to "mcMiria-original.msg" (or to something similar).

4. Rename one of the two files you copied to "mcMiria.msg". The ddlg one for "daddy" version or mdlg one for "mommy".

5. You can switch between the original, ddlg and mdlg versions at any time without issues. Just rename the current "mcMiria.msg" to a recognisable name and rename the file you want to use to "mcMiria.msg". You just need to restart the game for the text to update.

Uninstallation:
Rename the "original" version of the file to "mcMiria.msg" and delete the other versions.



Q&A:

Q: Why?
A: Miria is quite playful and a version of her has this kink. About the kink you can read on the internets.

Q: Is this an actual attempt for a ddlg/mdlg relationship in Fallout 2?
A: Not really, it just makes your wife call you "daddy" ("mommy"), changes her pet names to "kitten" (mostly) and "little kitten/girl" (occasionally) and changes some sex descriptions.

Q: Does it actually change the relationship at all, other than the nicknames?
A: A bit. Miria shows a bit more confidence that you know what you're doing and trusts you more, which changes slightly her phrasing. Sex is a bit more varied and there are a few more innuendos.

Q: How does this work with male/female player character choice?
A: You can use either version on any character but the text will make more sense if you use the ddlg version for male and mdlg for female character.

Q: What are the main differences between the ddlg and mdlg versions?
A: Other than what Miria calls you: mdlg version is a bit more "gentle"; mdlg uses "little girl" a bit more often (vs "kitten").

Q: Is there new content, like quests, items, etc (over what Endocore's Miria Mod already adds)?
A: No.

Q: Is there "evil" content?
A: Not really. There is fairly little bad attitude towards Miria in Endocore's Mod itself and nothing has been added. Nasty attitude is left as it was it the Mod, as pet names don't fit the tone.

Q: What kind of offensive content/triggers are there?
A: It's close to original Fallout 2. If you find using the pet names "daddy", "mommy" or "little girl" as wrong, don't install this. Otherwise you should be fine.

Q: What is the quality of the introduced text edits?
A: Admittedly, not great. Not absolutely terrible, either. Feel free to give suggestions for edits.

Q: Is the mod endorsed by ...?
A: No. I thought it would be interesting to write and share. Maybe a few people would enjoy it. That's the start and end of it.



Feel free to share feedback/love/hate for this. Improving awkward phrasing would probably make it a bit better.
 

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Q: What about a female player character?
There is a macro to check if the player is male or female: "dude_is_male", "dude_is_female", and the full command is:
get_critter_stat(dude_obj,STAT_gender) if the macro doesn't already exist in your command.h.
Up to you if you want to add in gender checks or not :)
 
That would be the proper way to do it, but it doesn't seem right in this case.

The ddlg edit is more or less a text file "translation" to a specific sexual flavor (rather than a language). Meaningful scripting changes would mean I'm forking it / making my version of the mod and I don't want to "steal" the mod.

Now it can be used and "installed / uninstalled" at any time during a playthrough, reverting to the original Endocore's Miria Mod by just renaming a file, which is useful for trying it.

To have a proper "mommy" version... I could do another "translation" and have it be swappable like the current one. It seems less interesting, though.
 
Sounds interesting.

Any plans to add some extra banters/flirts with Miria?

Or ask her about her opionion on whats whats currently happening in the story or on providing infor regarding locations?

Maybe some different reactions from Miria depending on Charisma stat, sex appeal and/or sexual prowess?
 
v0.2 uploaded (adds a version for female player character), instructions updated

@Arathos I read Endocore's notes encouraging making changes to the mod, so I may tinker with it, but no plans for now. If I add something, it will probably be some more flirts. I'd need to learn about Fallout scripting and adding a few extra options to a pool should be the easiest thing to do.
 
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I'm also learning fallout scripting, and I stream my learning process every saturday, so feel free to pop in and ask questions. I may even be able to answer some :P
I'm starting to work on some scripting videos too, so any pointers on what questions I should answer first will also be helpful :)
 
@QuantumApprentice I'lve seen many of your videos and find them very helpful!

One important topic would be what Fallout 1/2 "platform"/setup should I (a beginner) mod for/on?

I'd prefer high effort-to-time ratio for a first mod, so I want to make a small add-on to the Fallout 2 campaign. Also, keep it compatible/usable for maximal number of people who use mods.

What "platform" should I use? Just sfall? Or UP/UPU? Or RP/RPU? (Should anybody use non-updated versions of UP/RP at all?) Or is there a way to be compatible with all these? How do I detect if RPU has been installed and how do I add modular script/content that requires RPU (and would break without it), but the rest of my mod maintains compatibility with games without RPU?

Also, compatibility conventions. Where to reserve a modder prefix (like this one for the Infinity Engine games), where do I need to use a prefix (e.g. file names XXmynpc1.int ?). If prefixes are used in 8-character file names, shouldn't one-letter prefixes be avoided to limit conflicts (they block 25+ two-letter prefixes). Is there a popular utility to patch SCRIPTS.LST to add my scripts, instead of overwriting the file?
 
Also, keep it compatible/usable for maximal number of people who use mods.
This is very difficult / barely possible unless it is a mod like inventory filter which uses global scripts to work and nothing else.

What "platform" should I use?
As mods are rarely compatible with each other, you should choose the one that you like to play with and stick to that. Also keep in mind that the Fallout modding community is rather small, so don't expect much feedback / resonance on whatever it is you want to do.

Depending on what exactly it is you are doing, keeping compatibility between UP/UPU, etc. means lots of additional work. I don't think this is something that beginners will be able to pull off very efficiently.
 
I'lve seen many of your videos and find them very helpful!
Awesome! Thank you!

what Fallout 1/2 "platform"/setup should I (a beginner) mod for/on?
I don't necessarily recommend building off of a platform as a beginner, unless you just want to add your mod specifically as an extension to their mod. This somewhat limits the accessibility of your mod.
Lexx is right, because of the way the game keeps track of script names, art fids, and several other items, it would be very difficult to make your mod compatible with more than one platform. But that does raise an interesting question of how to make cross-compatibility a regular thing.

Where to reserve a modder prefix
somebody correct me if there is, but I don't think there is such a thing for fallout 2...yet

shouldn't one-letter prefixes be avoided to limit conflicts
As I'm still learning, I haven't messed with prefixes yet...but check this thread (stickied on the forum): https://www.nma-fallout.com/threads/a-modding-prefix-for-your-mods.217791/

a popular utility to patch SCRIPTS.LST
If you mean when writing a script, I use the one built in to the sfall script editor. There are probably others, with luck a few other modders will comment their favorites :)
But I suspect you mean for cross compatibility with other mods, and I'm not aware of one yet.
Writing something that adds to a text file without deleting can't be difficult though (I can do it in batch script), so someone may have something up I'm not aware of.
That being said, if there isn't anything like this yet...then the modding scene could possibly benefit from some research into what it takes to make a mod cross-compatible.
 
How do I detect if RPU has been installed
If you start a new game, the very first map you start on has a rock on the path on the other side of Klint. If you "look" at that rock it will tell you what version of RP mod you're playing. At least this used to be the case last time I played.

how do I add modular script/content that requires RPU (and would break without it), but the rest of my mod maintains compatibility with games without RPU?
This is difficult to explain and requires some visual aides. I'll try and come up with something to explain how I understand the engine to work. Hopefully I understand correctly :P
 
... the way the game keeps track of script names, art fids, and several other items, it would be very difficult to make your mod compatible with more than one platform....
... then the modding scene could possibly benefit from some research into what it takes to make a mod cross-compatible.

It seems to me that establishing compatibility convetions would be the single most useful thing for F2 modding growth.

Total conversions are great, but require serious time investment for good results, which few people have. It's a lot easier to get into modding with a small (and compatible) mod for the F2 campaign. I should be able to add a THUNDERfarting brahmin to Arroyo that I know installs easily and is compatible with any other F2 mod that is not a total conversion. If I can't do that, I don't see F2 modding really picking up.

Say two modders want to make two NPC mods independently, each with a new map, new item, banters, comments in original F2 maps, etc. What conventions are needed and need to be encouraged for compatibility? Extending files instead of replacing them during install (e.g. SCRIPTS.LST). Which files? Use of a modder prefix in global variables, script names, new map names (?) to avoid conflicts. Where else? Would some files need to be decompiled, extended and recompiled during mod installation?

Or is this not possible, seeing that is hasn't been done already?
 
It just doesn't work like that. Fallout is an old game and it was not made with mod compatibility in mind. For "true" compatibility, lots of things in the engine need to change and that just won't happen (anytime soon). There's too much stuff that can and would conflict with each other (depending on what a mod wants to do).
 
There's a lot of stuff to take into account yes, so it's a tough job for anybody who would be interested in doing it, but I'm pretty sure it's not impossible.

At this point, OP is probably just waiting for people to comment any specific details that answer their questions. I can answer a few, which will take some time, but I'm not that well versed yet.

That being said, I found this today:
https://falloutmods.fandom.com/wiki/Installing_multiple_mods_and_running_them_separately
which is probably similar to Lexx's post:
https://www.nma-fallout.com/threads/how-to-set-up-a-fallout-2-mod-without-much-trouble.190725/

Other than that, interested in just starting a list of stuff to keep track of and see where that goes?
 
It'll be more effective to get familiar with Fallout modding first. I mean, sure, I could answer all his questions, but for that I need to write a 1000 words essay to explain every little thing (and I would still probably forgot something).

Some time ago I posted an idea for potential more compatibility, but even that one is still very limited and has lots of flaws and things folks would have to watch out for. The tl;dr is - it's not simple and currently borderline impossible unless every modder works together... and that just won't happen (and there is no way to add support for old mods, which are the majority).
 
@Lexx, I had a look. I can't understand the technical details but I'm after similar goals. "every modder works together" is unfeasible, but tools + conventions can achieve the same.

Rather than answering these questions for myself though, I'm thinking more about @QuantumApprentice helping make the F2 modding platform more attractive for newcomers (me included) in his videos, which is ease + compatibility. Picking an engine to play with is ease of use + number of players. F2+sfall doesn't seem too difficult to work with, but the lack of compatibility (= fragmentation = very few users) kills it, relatively speaking.

Lexx, from your idea discussion: "Yes, the original engine is not suited for multi-mods, but sfall IS" - phobos2077. For the Infinity Engine (as old as F2 engine) there's weidu. Baldur's Gate 2 (IE) engine + weidu is the platform everyone uses there, similar to F2 + sfall. Weidu manages to work in such a way that makes mods compatible. I assume it is possible making F2 + sfall + community conventions achieve the same, but I don't know if it is a feasible task for the sfall devs in terms of reward (big) vs work (shitton?). I see that @burn is on the weidu team on github, maybe he could comment?

I could start a mod compatibility thread with quesions/potential conventions needed, but I'm not sure how useful that would be, as I have no technical knowledge about F2 modding.
 
It's true, something like that needs more expert modders contributing to the knowledge base. I'm familiar enough to understand the engine refers to items in a .lst file by their line number (at least the ones I'm familiar with), which is part of the problem making mods cross compatible. You would need to reserve a certain number of lines for each mod, and if they expand their mod then they'd have to alter the number of lines reserved etc.

Another possible method of promoting cross compatibility would be for mod designers to simply add their mod manually to multiple platforms and include the required files to over-write in different versions (or flavors?) of their mod for each platform. Not that easy, but not that difficult either.

F2+sfall doesn't seem too difficult to work with, but the lack of compatibility (= fragmentation = very few users) kills it, relatively speaking.
You'll have to explain what you mean, but I'm pretty sure everybody who has a digital version of Fallout 2 has the same 1.02d patches with sfall3.2 and hi-res mod. Mods compatible with this version have probably the largest market out there. But then your mod could also upgrade as you see fit, just include the version of sfall you want to use.
As far as number of users...it's tough to tell, ramblime made a couple of review videos about fallout 2 mods and they blew up, so it seems like there is some sort of audience out there.
 
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You'll have to explain what you mean

Everyone has F2+sfall, but if somebody installs RPU, they can't easily install a random small mod that's made for just F2+sfall. Worse yet, if you have 5 NPC mods from different newbies, you can't use more than one at a time :(, unless a modder compiles them in a new mod package, as they likely all overwrite a bunch of the same files.

I'm thinking of a tool called weidu for Baldur's Gate 1/2 and other Infinity Engine games. Pretty much all mods use weidu for installation and they are all almost entirely compatible, you can install any one or two or twenty, so using random mods there is very popular and easy. But maybe it's too late or less appropriate for something like this in the F2 community. F2 is a shorter game vs BG1/2, so smaller mods are somewhat less interesting than total conversions.

I made another thread for it, I'll see how it goes.
 
cool! I imagine it would be an enormous amount of work, but if you're up to the task then you have my support :)
might have to make an entire mod manager, much like what most modders recommend for bethesda's games
 
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