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Scandinavian Mod for FoT:BoS

Posted: Sun Dec 28, 2003 12:35 am
by araphon1
I need some help and tips. Maybe som guidence too.

I'm working on a MoD taking place in postwar scandinavia, but i can't find any Snow tiles, and I don't know how to make dialouges, neither the ones where the PC speaks back (Saw a tutorial about this, but i couldn't understand it) nur the ones that they use in the org. game, where the NPC just gives the background story, as if the PC said something, but you can't see it. (The ones that is displayed in a window to the bottom.)

If anyone could help me with this, i'd love it. I'd even mention you in the credits. heh.

Posted: Sun Dec 28, 2003 1:00 am
by Forty-six & Two
Why Scandinavia? Oh, and will any part of ti be in Denmark? :o

Posted: Sun Dec 28, 2003 1:07 am
by araphon1
Yes, it will include Denmark. Here's the full list.

It will include Sweden, Norway, Finland and danmark. Oresundsbron, a brige that goes between sweden and denmark, miraciously survived the nuclear war. (I don't want the player too walk all the way through russia, littua and so on... hehe)

...Wait a minute.... That doesn't help me at all! Please, give me some help.

And as for why i choose scandinavia, it's because of a novell im writing. Sagan om KaHnungens aterkahmst. No, it isnt The Return of the king, nur a parody of it. Its a novell about a guy named KaH, that fights nazies in a parallel universe where hitler was never defeated... Anyhow, in this mod, you play as a decendant of this great warrior and magician KaH... *cogh* Fallout 2 *cough*... Did you say something??? Okey then...


....ARgh!!! Im getting of topic!! Please help me and aswer my original question. Please.

Posted: Sun Dec 28, 2003 1:31 am
by Forty-six & Two
Im at a party right now and drinking tight so I cant really focuse on any mod help sorry, maybe tomorrow? But im sure someone more capable will respond before that.

What country are you from btw?

Posted: Sun Dec 28, 2003 1:40 am
by araphon1
*Hint* look at "Location"... hehe.

Posted: Sun Dec 28, 2003 3:10 am
by Forty-six & Two
araphon1 wrote:*Hint* look at "Location"... hehe.
Didnt i say I was drinking maybe what? Cool. Are you one of those drunken sweedes then?!

Posted: Sun Dec 28, 2003 8:09 am
by requiem_for_a_starfury
Snow tiles are under the mountain. Sorry snow tiles are in the mountain tile group.

As for the dialogue what about the tutorial didn't you understand?

As for the original speech, if you've unpacked all the BOS folders then in core\locale\missions you'll find a whole subset of folders containing mp3s and text files for each mission. Use one of those text files as a template for your own mission.

Posted: Sun Dec 28, 2003 7:20 pm
by araphon1
Thanks, requiem, but I don't think you understand my problem. I want to know how to *add* the speaches to missions or NPCs. You know what I'm saying? As for the tutorial, I didn't undertand sh*t (Languade filter on.. hehe). It just told me to make a speachfile and then construct a speach tree. Not *HOW* to do it, but *TO* do it. That was about all it said. Didn't know what any of it was. piss-poor tutorial... hehe. But thanks for the tiles help, anyways.

And no, Forty-six & Two, i do not drink anything that kills my brain, liver and scocial life... hehe. No im just kidding. I have simply decided not to drink. To go against the flow, you know.

(Better lay off with that drinkin... You didn't even think off looking at the "Location" line... hehe)

Posted: Sun Dec 28, 2003 7:26 pm
by araphon1
Um... what does SDF mean? What do you need to do to get more respect, or what ever it's called?

//I still need help though... hehe

Posted: Sun Dec 28, 2003 8:31 pm
by requiem_for_a_starfury
araphon1 wrote:Thanks, requiem, but I don't think you understand my problem. I want to know how to *add* the speaches to missions or NPCs.
That's covered in the editor read me
Editor Readme wrote:SPEECH
==========================================================================

What fun is it having a world where nobody will talk to you? A world where
nobody can tell you how nice you are to save them, or where nasty raiders can
not tell you to go shove a cucumber up your bunghole? Well here's how to make it
happen. It may look complicated at first, but its quite simple when you get into
it, and lets you bring a level to life.

===============[Setting Up a Speech File]===============

 A speech file is a simple text document that contains all the spoken text for
a mission, as well as the brief/debrief messages and any tags for the minimap.
The format for a speech file must be followed closely so that the editor can
read it in correctly.
 Each line of text, or node, is done in the format:

Speech_node_name = { speech }

For example:

M01_Hawkeye_A00_W= { WAZZUP! }

Mission No.
Character
Variation
Window(blank for floating)

 The speech needed for each mission can be found in the mission speech files,
found in \\Avatar\Fallout\bos\core\locale\missions\
 Each node is auto wrapping, and will delete any end-of-line characters it
finds. To add in an end-of-line use the special text: \n

===============[Loading Your Speech File]===============

 The next step is to load the text file into the editor.
 This is a simple task: go to the levels tab and select speech file. Browse to
your speech file and double click on it.

===============[Creating Speech Nodes]===============

Now that the speech is loaded into the editor you need to assign each line of
speech to a node. Briefing and debriefing text are done automatically, so there
is no need to assign them.

 In the levels tab select Speech.
 Click on add..
 Make sure you rename the node to something obvious and informative by
selecting the field above the Chat box.

For Floating Text:
 Check "Floating"
 Each node has a random chance of being selected. Use the scroll bar on each
box to select the appropriate line of speech.

For Conversations:
 Check "Windowed"
 The nodes are picked at random from these boxes. In most cases you will only
need a single line.

 If you want an event to happen when the character speaks a certain line of
text then add a unique name in the event field. These can be used in the "speech
occurred" condition. This can be used in conjunction with the change speech
event to form a conversation tree.
 If there are not enough lines to fill all the boxes then leave empty spaces as
is.

===============[Assigning Speech Nodes]===============

Once all the speech nodes are in place you can assign the actual speech to the
actors. Each actor can have one dialog node and one chat node assigned at a
time, and if they do not have anything set they simply will not talk to the
player.

 Select the actor you want to add the speech too using the Entity Edit mode.
 Use the rolldown menu labelled Random text to add a floating text node.
 Use the rolldown menu labelled Click Text to add a dialog node.

===============[Other Uses For Speech Nodes]===============

The speech file you created for your mission also contains 3 other types of
messages apart from speech.

 Mission brief/debrief text. If you have a line in the speech file with a
lable like: mission_XX_brief = { text } then that text will be shown to the
player when the first start the mission. For debrief text use
mission_XX_debrief = { text }
 Minimap Objectives information is also stored in the speech file. The tags for
these are the same as a line of speech, using mission_XX_MM_01 = { text }.
Adding these into the minimap is covered in the next section.
 World Text Message should be rarely used, but from time to time you may need
them. What they are is a popup window with your text displayed in it. Normally
it would be better to use an actor to give out messages to players in the form
of speech. The format for them is exactly the same as for a speech node, but it
is displayed using the event display_world_text.

===============[Killing Text]===============

So that characters don't keep saying the same thing over and over again, you can
add a "Speech Occurred" trigger that checks for the speech event, and when it
happens, the Action will change the speech to whatever you specify. If you want
them to shut up, leave the rollout blank.

Posted: Sun Dec 28, 2003 8:44 pm
by Kashluk
Hm... so if your character begins his journey from Denmark, I presume he goes through Sweden to Norway and ends up in Finland, correct? Or is it the other way around? I mean, will you make The Land Of Santa Claus and Big Burly Polar Bears the "tutorial map" or the "ending boss fucking hard map" ?

Posted: Sun Dec 28, 2003 10:36 pm
by araphon1
You will start in sweden, thats about all I will tell you about the story line. Concerning the difficult, it isn't "just another bug-hunt" (Hudson, Alien 2). It will contain a horde of enemies, positioned in tactical places and so on... But I can't promise to much since I'm rather lazy, and won't continue workin unless someone coaches me and show intrest... hehe. For now, i just want to know the dialouge thing... I think its called the "clone" system. Dunno why. And i need a map over scandinavia that looks post appocalypse. Maybe you could help me there, Forty-six & Two. And when I've done all missions and dialouges, I'll need help to link them together... And is there a way to make lakes and seas impassible, or what ever its spelled (When you can't walk over/thru it... hehe)? Or to lower the speed in mountain terrain? The mountains in Norway gives me the ceeps... hehe. And how do you make encounters???

Many questions. Maybe someone could share a tutorial site with the rest of us?

Posted: Mon Dec 29, 2003 7:57 am
by OnTheBounce
araphon1 wrote:...And is there a way to make lakes and seas impassible, or what ever its spelled (When you can't walk over/thru it... hehe)? Or to lower the speed in mountain terrain? The mountains in Norway gives me the ceeps...
This one is being worked on. Ed Orman, the lead designer of FoT has forwarded our questions regarding this issue to some of the programmers that worked on it. I'll post their response/the solution as soon as Ed emails it to me.
araphon wrote:...And how do you make encounters???
Look at the campaign text located in the core/tables folder. You'll see the format there. You can then modify them, and you then import the data into the CAM file using the Campaign Editor. You can set the frequency of encounters in the Campaign Editor, also.
araphon wrote:Maybe someone could share a tutorial site with the rest of us?
Ask and ye shall receive. Here is a link to JJ86's tutorial site, hosted at NMA.

OTB

Posted: Mon Dec 29, 2003 11:16 am
by requiem_for_a_starfury
araphon1 wrote:But I can't promise to much since I'm rather lazy, and won't continue workin unless someone coaches me and show intrest... hehe.
Making a campaign requires dedication (some say obsession), patience and a lot of hair. :)
araphon1 wrote:For now, i just want to know the dialouge thing... I think its called the "clone" system. Dunno why.
It's called the clone system because you have to make copies of the character you want to be able to converse with, each clone will give a different reply or by talking to a certain clone you'll set off a particular chain of events.
araphon1 wrote:And i need a map over scandinavia that looks post appocalypse. Maybe you could help me there, Forty-six & Two. And when I've done all missions and dialouges, I'll need help to link them together... And is there a way to make lakes and seas impassible, or what ever its spelled (When you can't walk over/thru it... hehe)? Or to lower the speed in mountain terrain? The mountains in Norway gives me the ceeps... hehe. And how do you make encounters???
I don't want to discourage anyone from map making, but you might want to make a few simple standalone maps before you start to work on a campaign. That way you'll get a feel for how the editor works, tiling nightmares and the basics of scripting down before you move into the complexities of campaign triggers and encounter frequencies etc.

Posted: Tue Dec 30, 2003 11:06 pm
by araphon1
I don't want to discourage anyone from map making, but you might want to make a few simple standalone maps before you start to work on a campaign. That way you'll get a feel for how the editor works, tiling nightmares and the basics of scripting down before you move into the complexities of campaign triggers and encounter frequencies etc.
Mkay, well I've done some standalone maps already, and I'm ready for the big step into the campain making... What i meant was that I need some h-e-l-p with linkin my maps together. Cuz I'll need it. The maps i've already done has impossible file names... I think i made up a system, but now i've forgotten what it was based on... hehe. I *AM* a bit lazy and absent minded, you know... hehe. Still, I'm in need of some sort of post appocalypse map over scandinavia...