If you look at the original \mapper2\scripts\headers\ARTFID.H, you see a note that says this:
Note: all the FID defines with that only have () were not in the game at the time that this file was made so if they show up, make 'em.
Alrighty then ... I fixed all of the FIDS that were blank () and also added all of the rest for the FO2 final game (over 30 were missing!). Also, several of the original FID numbers were wrong (the FIDs must have changed at some point). I also added the FIDs for the critter packs and the FoT behemoth and pacification bots.
The new ARTFID.h is here. You'll see a comment that says Fixed or Added, those are the ones I changed. Note also that I have a description next to each so its very clear what critter it refers to. You'll also see that I changed the order to FID number order rather than alphabetical. Why? Because it has to exactly match the critters.lst, which is in FID order (this makes them easy to compare). If you put critters.lst beside artfid.h, they match exactly now.
So, what's the purpose of this header? Well for one thing, you can do this command, which could be called change_appearance ...
art_change_fid_num(self_obj, FID_NMBOH3);
This is yet another undocumented command. What it does is change the object to use the FRM set specified by the FID name. I tested ALL of the FID numbers in the new header using this function (including the critter packs) and they all work properly now.
The note in the header also talks about debug messages in the mapper. I tried this, in debug mode, when I click on a critter, the mapper now shows the FID number. The debug message says PID, but it should really say FID.
This FID / PID thing is a bit confusing. The FID is a FILE ID of the artwork. The PID is a prototype ID of an object that refers to a FID. There is not a 1-to-1 mapping of FID to PID, because multiple PIDs can use the same FID. For example, miss kitty and several other babes use the same FID_NFNICE.
You can use the art_change_fid_num command in a script to change any critter's appearance at run time! I tested it, in fact I use it in my "Fallout Very Difficult" mod. You have to be careful though, if a critter is holding a weapon and you change the appearance to one that can't use that weapon, he disappears.
Note: to use this header in a script, you need to add the
#include "..\headers\artfid.h at the top of your script.
Note: all the FID defines with that only have () were not in the game at the time that this file was made so if they show up, make 'em.
Alrighty then ... I fixed all of the FIDS that were blank () and also added all of the rest for the FO2 final game (over 30 were missing!). Also, several of the original FID numbers were wrong (the FIDs must have changed at some point). I also added the FIDs for the critter packs and the FoT behemoth and pacification bots.
The new ARTFID.h is here. You'll see a comment that says Fixed or Added, those are the ones I changed. Note also that I have a description next to each so its very clear what critter it refers to. You'll also see that I changed the order to FID number order rather than alphabetical. Why? Because it has to exactly match the critters.lst, which is in FID order (this makes them easy to compare). If you put critters.lst beside artfid.h, they match exactly now.
So, what's the purpose of this header? Well for one thing, you can do this command, which could be called change_appearance ...
art_change_fid_num(self_obj, FID_NMBOH3);
This is yet another undocumented command. What it does is change the object to use the FRM set specified by the FID name. I tested ALL of the FID numbers in the new header using this function (including the critter packs) and they all work properly now.
The note in the header also talks about debug messages in the mapper. I tried this, in debug mode, when I click on a critter, the mapper now shows the FID number. The debug message says PID, but it should really say FID.
This FID / PID thing is a bit confusing. The FID is a FILE ID of the artwork. The PID is a prototype ID of an object that refers to a FID. There is not a 1-to-1 mapping of FID to PID, because multiple PIDs can use the same FID. For example, miss kitty and several other babes use the same FID_NFNICE.
You can use the art_change_fid_num command in a script to change any critter's appearance at run time! I tested it, in fact I use it in my "Fallout Very Difficult" mod. You have to be careful though, if a critter is holding a weapon and you change the appearance to one that can't use that weapon, he disappears.
Note: to use this header in a script, you need to add the
#include "..\headers\artfid.h at the top of your script.