-path Forty-six & Two

Mapping & modding Fallout Tactics and reviewing maps thereof.
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Forty-six & Two
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-path Forty-six & Two

Post by Forty-six & Two »

Alright... could someone explain to me how this should work?

I make my own folder outside the core folder and when run -path Forty-six & Two the game uses the files from my folder instead of core

Like so: entities/weapons/heavy/m60heavy.ent

Even though that file is in the core folder as well, the game should use the one in my folder when used with my -path? Doesnt this work when its the core filename? It seems it doesnt....

Since most dirs in the editors wont let you load from outside core folder, im supposed to place all the files in the core folder that I have in my -path folder? And then load the map with from the core folder. So that when the -path command is used the game recognizes the new files instead of the ones in core?

Damn this is confusing.... But if it supposed to work the wya I think, I cant understand why it doesnt.

Argh! Help?
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Post by RawonaM »

Use the -path option in the FT tools.exe also. That way you can open files in your own folder with the editor. And when you use the -path command your own folder works as the main "core" file, and if it cant find somethings in your own file, it takes it from the original core file. So you should not have a core folder in your own folder because your own folder reprecents Core folder. And if some file is in both of the core files it chooses your one if you have used the -path command.
Hope this helps...
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Post by Forty-six & Two »

RawonaM wrote:Use the -path option in the FT tools.exe also. That way you can open files in your own folder with the editor. And when you use the -path command your own folder works as the main "core" file, and if it cant find somethings in your own file, it takes it from the original core file. So you should not have a core folder in your own folder because your own folder reprecents Core folder. And if some file is in both of the core files it chooses your one if you have used the -path command.
Hope this helps...
Ahh. So obvious.... :roll:

Well thanks for it, it did help!

-------------Edit:

Well now that I have a thread going I might as well ask some more stuff here...... Cuz I cant make anything work today!

Items and characters file..... What am I doing wrong here?!? The name_ in the .txts match with the .ent names and theyre placed in the right dirs?! What else do I have to do? It isnt working.

Man.... I cant do anything without asking how to first... Maybe I should quit this mapping stuff... im not that good at it :(
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Post by Jimmyjay86 »

Items and characters file..... What am I doing wrong here?!? The name_ in the .txts match with the .ent names and theyre placed in the right dirs?! What else do I have to do? It isnt working.
Make sure there are no spaces in the file name or the tag name. Use underscore if you have to. Recheck for spelling errors. Don't make too long of a name, it is easier to check short names.
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Post by Forty-six & Two »

Jimmyjay86 wrote:Make sure there are no spaces in the file name or the tag name. Use underscore if you have to. Recheck for spelling errors. Don't make too long of a name, it is easier to check short names.
Tagname. Thats what I forgot about. Im getting quite good at missing the obvious..... Thanks.
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Post by OnTheBounce »

Forty-six & Two wrote:Items and characters file..... What am I doing wrong here?!? The name_ in the .txts match with the .ent names and theyre placed in the right dirs?! What else do I have to do? It isnt working.
The file name has absolutely nothing to do w/the name that you see in-game. This is why you can use "core_slaver" for many, many different ENT files. The important part is the "Display Name" field. You have to ensure that you have something in the Display Name field that corresponds to something in the characters.txt file.

For instance, in my demo you will find a file "D02_sniper.ent". If you check the Display Name field you fill find "core_slaver". Then, when you look in the characters.txt you find "name_CORE_slaver = {Slaver}".

It's as simple as that.
46+2 wrote:Man.... I cant do anything without asking how to first... Maybe I should quit this mapping stuff... im not that good at it :(
Don't you dare quit, Forty-six + Two. I'll personally cyber-bitch-slap you if you do. :mrgreen: (Seriously, it's hard at times, but in the end I think you'll find that it's worth it.)

OTB
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Post by Forty-six & Two »

OnTheBounce wrote: The file name has absolutely nothing to do w/the name that you see in-game. This is why you can use "core_slaver" for many, many different ENT files. The important part is the "Display Name" field. You have to ensure that you have something in the Display Name field that corresponds to something in the characters.txt file.

For instance, in my demo you will find a file "D02_sniper.ent". If you check the Display Name field you fill find "core_slaver". Then, when you look in the characters.txt you find "name_CORE_slaver = {Slaver}".

It's as simple as that.OTB
Yeah. Jimmijay reminded me by mentioning tagname... Id just forgotten about it. Silly me. Its working fine now, so I might actullay be realesing the map soon... I hope :-). Well maybe ill find someone to test it first, like to see if it unpacks... LoL.
OnTheBounce wrote: Don't you dare quit, Forty-six + Two. I'll personally cyber-bitch-slap you if you do. :mrgreen: (Seriously, it's hard at times, but in the end I think you'll find that it's worth it.) OTB
Nah. Its ok... I doubt I will... Its fuun. Even though it can get nasty at times.....

Thanks yous.
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Post by Max-Violence »

Technically, you don't NEED a Tagname for an actor - only if you plan on making the actor part of a campaign. You DO need a Display Name that matches with the name_ and desc_ thingies in yer characters.txt or speech file. Also be sure to leave the 'custom name' field empty.
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Post by OnTheBounce »

Max-Violence wrote:Also be sure to leave the 'custom name' field empty.
You know, I've yet to figure out exactly what the "Custom Name" field is for. I know it will override the Display Name, but other than that...

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Post by Max-Violence »

Well, if you open up an actor's entity and go to 'Make' (the "non-cheat" version of editing stats/tags), click on the actor's NAME in the top-left corner of the screen and type something in, whatever you typed will be in the actor's customname box.

Other than THAT, the only actual use I've seen is naming a prefab PC something else when one starts up a new campaign, i.e. renaming Snake to Bob or Betty to Buttercup (*cough*).

So, yea.

Back to the point of the post: I just realized I don't have -path Max-V on my FT Tools.exe shortcut, and when I put it in, I see 2 of some folders, namely campaigns, entities, gui, locale, tables and user.

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Our emotions always find us
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Post by OnTheBounce »

Max-Violence wrote:Well, if you open up an actor's entity and go to 'Make' (the "non-cheat" version of editing stats/tags), click on the actor's NAME in the top-left corner of the screen and type something in, whatever you typed will be in the actor's customname box.
Yes, there's that. (I hate that, since you always have to remember to delete that name.) So I guess that the Custom Name field is only for Main Characters.
Max-Violence wrote:Other than THAT, the only actual use I've seen is naming a prefab PC something else when one starts up a new campaign, i.e. renaming Snake to Bob or Betty to Buttercup (*cough*).
Er...I'm not touching that last bit...not even w/a 10' pole...
Max-Violence wrote:Back to the point of the post: I just realized I don't have -path Max-V on my FT Tools.exe shortcut, and when I put it in, I see 2 of some folders, namely campaigns, entities, gui, locale, tables and user.
Don't worry about that. No matter which you click on you'll be working w/your stuff. This scared me when I first started, but after some experimentation I found out that it's no big deal. The great thing is that if you open one of the core campaign's entities, for instance, and accidentally save it while dicking around you'll save it to your directory. So you can putz around w/o worrying about screwing up your version of the core campaign's materials.

Nifty, eh?

OTB
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Post by Forty-six & Two »

Its luvly :D
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