Unlimited Party Members Mod for Fallout 2 -please read!

After at least 20 hours of working on just finding a app to recompile the scripty files (thanks super small sfall modpack liink on source!) I got this working and compatible with the latest RP2.1.2. The Scripts from DForge are outdated, at least from my observations. (Sulik def had a updated file)

All i'm gona say is, thakyou to whoever made the sfall script editor. The other ancient apps I was using were a test of endurance, Ruby wha? WATCOM who? Untill 2 days ago I had never messed with any of this. And I'm glad I wont have to.

Basicly just modified the latest scripts to what DForge had done with his RP2.1.1 scripts, So thanks DForge, your scripts do work as advertised.
 
That's great to hear! Do You still have these modified files for RP2.1.2b? Can You upload them here?
Thanks in Advance :}

But If You don't have them then can You write me how to open those INT files and what to change in them? Cause when I open them in Wordpad I have those strange symbols and don't know what to do.
 
Dforge's file is gone. :(
I cant find Cassideys script looking him up in scripts.lst
Nevermind I can't spell casidey. I'm working on this so it should be up in a few hours.

Edit
Nirran said:
this is what needs to be changed

Code:
(metarule(16, 0) - 1) >= 5)

set the 5 to 99 or something

What needs to be changed to remove the CHA check?

http://www.4shared.com/archive/2aaap52_/UFM.html
here it is Unlimited Party Members without the CHA check removed. I make no guarantee this will work.
 
Thanks! I downloaded the pack and replaced the files but it doesn't work. Strangely the .ssl files appeared and when I open them I see that this metarule is already changed but still no effect :(
 
what? the file I gave you to DL only includes .int files. If you are seeing .ssl files, something is wrong.

I'm gona DL Fallout 2 and get the RP up and running and give my files a test first hand. Stay tuned.

EDIT: Well something is definitely wrong. Perhaps I am not opening/compiling the scripts correctly. The .int files I provided are all ending up smaller than the dafault RP2.1.2 files. I'll keep messing with it.

EDIT2: Disabling "optimize" on Script Editor options made the file sizes stay the same as the original RP2.1.2 files. This should work this time. Also got the CHA check removed. Heres the link.
Fuck man hold on
Okay here ya go finally.
http://www.4shared.com/archive/UxYM-mS7/RP212_UFM.html
I tested with a CHA 2 char and went and got Sulik, Lenny and Cassidy no problem. So the CHA removal is working. I'm quite confident the rest of the mod works but let me know. Also whoever does the F2RP wiki should update the compatible mods section with this file.
 
Yeah! It's working!
Thank You very much! You are Amazing! :}
Now I can get the whole party and play fallout 2 as I always wanted to :) Thanks once again for Your time and all!
 
Deekin said:
Yeah! It's working!
Thank You very much! You are Amazing! :}
Now I can get the whole party and play fallout 2 as I always wanted to :) Thanks once again for Your time and all!

No problem bro, glad to help. This time I'd like to thank Notepad++ and it's ability to open every .ssl at the same time, find and replace all instances of (metarule(16, 0) - 1) >= 5) to (metarule(16, 0) - 1) >= 15) across all open documents. Had to do the CHA part by hand but it was not hard to find, its on the same line. Also huge thanks to Drobovik for finding me DForge's files, to see for sure how to remove the CHA check.
 
mobucks, thanks for your work on this little mod.

I might suggest Fallout Script Editor for future work, as it compiles and decompiles for me without issue and has a lot of good features. Notepad++ isn't bad, though.

Should you have an interest, have a look here: http://www.mody-jarga.host.sk/fse/fse2.htm

However, I'm afraid I have a couple of minor blemishes to point out.

First, 4shared is asking for a registration or login to download the files. This took me quite a while to manage (something like two hours of retries with 4shared, gah, it was incredible), as I am one of the large portion of people online that have a slower connection than they'd like (getting broadband back in on Tuesday finally). Using Mediafire for your file hosting would avoid the extra steps as it seems far more reliable in my experience, lets you host for free without account creation, and lets users download for free without account creation. I can even upload it for you if you like.

Second, two out of three of the new recruitable NPC characters in the EPA have not been included in the modifications by the sound of things, though I can't tell as I haven't been able to get the files in question. This is not to mention that the total number of NPC script files for permanent NPCs in the game was fourteen, but you've only got ten between your files and those of the previous modders. I can add the rest in and upload, if I find the time.

Damn good work, though.
 
What turned out. I wanted to have all npcs so I went to gecko to recruit lenny but I couldn't do that because I already found geck so I lacked the dialog option which lead to proposition of recruitment. So I started a new game (the modified files were already copied) and it turns out that Cassidy lost his head (never mind that - i've never liked it, I love the old fallout2 style of playing :}) and npcs don't change appearance when changing armor. Vic is always Vic and Myron always Myron no mather what kind of armor they wear. It's also like in the old fallout2 (and I always know who is who from the look instead of checking it by mouse in case when everybody in my team wears advanced power armors) but this mod was very cool.

So I don't ask to fix this, but just to inform You how it resulted in the game. :)
 
Deekin said:
What turned out. I wanted to have all npcs so I went to gecko to recruit lenny but I couldn't do that because I already found geck so I lacked the dialog option which lead to proposition of recruitment. So I started a new game (the modified files were already copied) and it turns out that Cassidy lost his head (never mind that - i've never liked it, I love the old fallout2 style of playing :}) and npcs don't change appearance when changing armor. Vic is always Vic and Myron always Myron no mather what kind of armor they wear. It's also like in the old fallout2 (and I always know who is who from the look instead of checking it by mouse in case when everybody in my team wears advanced power armors) but this mod was very cool.

So I don't ask to fix this, but just to inform You how it resulted in the game. :)
Well, that's because they used the standard scripts and they override the ones you have installed.
Anyway, how do you get advanced power armors for all your party?
 
I was seriously worried that would happen Deeken. I simply downloaded the RP manual install edition and took the NPC scripts out of the scripts folder. Fuck me. Hahha okay so now I need to reinstall the RP with the NPC armor mod, pull those NPC .int files from that install, and do the changes. Probably some time tomorrow I will have a new file on MediaFire.

If anyone can point out the other 2 missing npc .int files for the EPA NPCs that would be great. Just the file names. And if any other NPCs are missing, let me know.

(I'm using the sfall Script Editor. But AFAIK you cannot open all the files and "find/replace all" at once. )
 
mobucks said:
If anyone can point out the other 2 missing npc .int files for the EPA NPCs that would be great. Just the file names. And if any other NPCs are missing, let me know.

These are the NPC pid numbers -

0=16777278 - Vic
1=16777376 - Myron
2=16777377 - Marcus
3=16777305 - Cassidy
4=16777313 - Sulik
5=16777323 - Lenny
6=16777379 - Davin
7=16777380 - Miria
8=16777295 - Robobrain_Skynet
9=16777597 - RoboBrain_Human
10=16777596 - RoboBrain_Abnormal
11=16777595 - RoboBrain_Chimp
12=16777368 - Goris
13=16777352 - Robodog
14=16777687 - K9
15=16777558 - DogMeat
16=16777718 - Kitsune
17=16777719 - Dex
18=16777720 - Cat Jules
 
Maybe you could ask Killap for the scripts source code directly if there isn't a download link already, so you don't have to keep installing over the different settings.
 
Hi guys.
I recently started a fallout2 playthrough and wanted to keep a really big party. It was actually a surprise that there is no such mod yet, and you have to do all the compilation yourself. I'm not really literate in fallout modding, but after some reading I came up with the following little mod. It removes charisma checks from NPCes that do check it. It does not overwrite NPC scripts, but patches and recompiles them, so it should be compatible with any other mod, provided that installed last. I haven't completed my walkthrough yet, but I got well over the limit and did not notice any glitches yet, so I figured I'd share it. Feel free to try.

I don't seem to be able to attach the file, so here it is http://www.2shared.com/file/NiXZIBr4/unlimited-party-mod.html
 
Thanks man! It's really working. The npc's change their armor and are willing to join me :} Only miria keeps her look - probably she never changed the armor right?
 
Deekin said:
Thanks man! It's really working. The npc's change their armor and are willing to join me :} Only miria keeps her look - probably she never changed the armor right?
The armor is another thing, this mod only removes charisma checks.
 
Does anyone still have a copy of DForge's file? Or do you have any plans to update your files mobucks? I tried the files from the OP but they seem to top out at six, I also tried runing burn's mod, but had no success with that either. :(
 
Reese89 said:
Does anyone still have a copy of DForge's file? Or do you have any plans to update your files mobucks? I tried the files from the OP but they seem to top out at six, I also tried runing burn's mod, but had no success with that either. :(
what problem do you have?
 
I run install.bat like you say in the readme, but I can't recruit more than 5 people. Is there anything special I need to do once I open install.bat? Maybe I'm just not running it properly.
 
Sorry for the necro, but I've been looking for a mod like this for my RP 2.2 installation. Are there any plans to update this mod once Killap releases his final update? That would be great, thanks in advance.
 
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