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New modder in town! - offering super characters

Posted: Wed Jul 10, 2002 11:34 pm
by TheReaper
As you may have guessed by the title, we have a new mod maker for Fallout Tactics, me, TheReaper. I have already made two super characters. If you want to recieve them, send me a PM containing your e-mail adress, or just e-mail me if you know the address. I currently have a deathclaw and supermutant. More updates when they happen... watch this topic. I want this post to stay in the FOT forum so please, OTB, admins, don't move it... it does have a heavy reference to FOT in it...

Posted: Fri Jul 12, 2002 2:03 am
by TheReaper
Ok, we have an update! I have gotten all the different races that we are familiar with being able to play. Next I will go on to make a super human prefab char. After that will come the other characters like raiders and reavers...

Posted: Fri Jul 12, 2002 7:17 pm
by Satanicus Placenta
:evil: If there's any way you could make a mod that actually makes the Raider recruits into Raider characters (and not just BOS soldiers with Raider backgrounds), and the Reaver recruits into actual Reavers, then that'd rock all ass.

Posted: Fri Jul 12, 2002 9:46 pm
by OnTheBounce
Satanicus Placenta wrote:If there's any way you could make a mod that actually makes the Raider recruits into Raider characters (and not just BOS soldiers with Raider backgrounds), and the Reaver recruits into actual Reavers, then that'd rock all ass.
That would be very easy to do. All someone has to do is to change the race on the appropriate recruits' ENT files, and then change their armor to the appropriate type. Recruits like that will be able to wear their "racial armor" (raider, reaver, etc.) and will use their race's default sprite when not wearing armor. They will still be able to wear BoS armor types, though.

OTB

Posted: Sat Jul 13, 2002 1:01 am
by Walks with the Snails
Yeah, used the editor to make the prefabs into a ghoul, super mutant, robot, deathclaw, and dog. As long as I don't cheat the stats or tags, I can even adjust stats, tags, and traits to taste as well as change the name and picture by modifying the prefab at character creation. All you have to do is open up the prefab, go to the make screen that brings up a character screen, and click on the races button like you do in multiplayer. It gives you the six standard choices as well as a ton of others and even does all the resistances and stats correctly. It's pretty simple to do.

Posted: Sat Jul 13, 2002 1:31 am
by twiztid wanderer
What are the prefab characters file names? where are they stored and how do you make completely new prefab characters? Those are the only things that I have not been able to figure out with the editor

Posted: Sat Jul 13, 2002 2:35 am
by TheReaper
Well, the ones I have made are prefab characters, super characters that you can begin the game with.

The prefab characters are located in core/entities/special/prefab

To make a new one just use the entity editor and make a new Actor, do what you like with him and save him as prefabX.ent in the prefab folder. X should be any number but be between 1 and 5 to be played with.

Anyone actually interested in getting the ones I'm offering?

Posted: Sat Jul 13, 2002 6:24 am
by OnTheBounce
TheReaper wrote:To make a new one just use the entity editor and make a new Actor, do what you like with him and save him as prefabX.ent in the prefab folder. X should be any number but be between 1 and 5 to be played with.
You can add prefabs over and above 6, but that involves adding lines to the campaign.txt and then importing that to the CAM files which would then have to be distributed along w/the mod. (It's something like 17 megs, so I don't recommend this.)

Oh, one thing I forgot to mention above: If you want the names and descriptions to show up for the Reaver and Raider armor types the items.txt would have to be modified. Those armor types have two slashes in front of their entries which effectively disables them.

OTB

Posted: Sat Jul 13, 2002 7:26 pm
by TheReaper
Thanks for that OTB, I still haven't tried making a Raider or Reaver yet as I'm a bit bogged down in map-making at the moment, since my map editor suddenly decided to work properly.

Posted: Sat Jul 13, 2002 9:48 pm
by OnTheBounce
TheReaper wrote:Thanks for that OTB, I still haven't tried making a Raider or Reaver yet as I'm a bit bogged down in map-making at the moment...
You're welcome.

I have to warn you, mapping is "highly addictive". They really should put some sort of warning in the editor... :lol:

OTB

Posted: Sun Jul 14, 2002 1:44 am
by TheReaper
I've already found it addictive, if rather difficult at first... I'm getting there.

Re: Reaver traits

Posted: Thu Aug 01, 2002 11:28 am
by Stealth boy
I'm editing a prefab character to be a Reaver for Normal SP play but I'm wondering if Reaver stats are predetermined. If not, would they be closest to Ghouls in terms of perks & stats?

Also, how can I allow him to wear his armor in the beginning. I've chosen his race as Reaver but in the start, I have to remove the human armor for the Reaver sprite to appear and this makes him lose his starting Reaver armor (assuming there is any, of course). OnTheBounce mentions the Items.txt but since I'm a complete rookie, pls. specify steps if you got the time and inclination.

Any help welcome..

Posted: Thu Aug 01, 2002 12:21 pm
by Walks with the Snails
Reavers are just standard humans except they look different and can't wear anything but Reaver Armor, which is about the same as metal if I remember correctly. The perks and stats are the same as regular humans. I wouldn't recommend playing one unless you want a challenge, since you're going to be in serious trouble late in the game without power armor.

If you still wanted to try, you could open up the campaign missions and drop some Reaver armor in a mission where you think it would be apprpriate. I don't think you can change the starting equipment, it just comes standard based on your tags.

Re: Reaver traits

Posted: Thu Aug 01, 2002 10:25 pm
by OnTheBounce
Stealth boy wrote:Also, how can I allow him to wear his armor in the beginning. I've chosen his race as Reaver but in the start, I have to remove the human armor for the Reaver sprite to appear and this makes him lose his starting Reaver armor (assuming there is any, of course).
Okay, I had to do some checking here, because quite frankly you nearly gave me a heart attack w/this problem. (It would have been very bad if there wasn't something that could be done about it...)

The problem is that the ReaverHuge race is the one that gets the "armor hiccups". Make sure when you set up your entity that the race is set to "Reaver" and not "ReaverHuge". You will have no problems w/changing the armor then. I just checked this w/a Reaver set up as a recruit and he could wear his Reaver Armor, a Leather Jacket (which looks like Leather Armor in-game) and even Power Armor.

The items.txt is located at:

C:\Program Files\14 Degrees East\Fallout Tactics\OTB\locale\game

All you need to do is to remove a double slash from in front of certain lines and the will then display in-game.

I don't know exactly what will happen if you're looking for a starting character who is a Reaver. My research has been geared toward "non-human" recruits, not Main Characters.

Cheers,

OTB

To: OTB & WWS

Posted: Fri Aug 02, 2002 10:35 am
by Stealth boy
Thx guys for your suggestions. Will get on it pronto.

Also, for clarification, this is the starting character in Normal SP I'm talking about. The char. starts off as human but as soon as you remove the armor, he converts to Reaver. I guess if you select Reaver it doesnt come with default armor, oh well...

Note: what's with the Reaver's xtra long arms? This is what gave me the impression they had evolved (devolved?) into Ghoul-like humans.

Re: To: OTB & WWS

Posted: Fri Aug 02, 2002 10:05 pm
by OnTheBounce
Stealth boy wrote:Also, for clarification, this is the starting character in Normal SP I'm talking about. The char. starts off as human but as soon as you remove the armor, he converts to Reaver. I guess if you select Reaver it doesnt come with default armor, oh well...
Try simply adding some Reaver Armor to your character's inventory. That way you can ditch the Leather Armor in favor of it.

OTB

Posted: Mon Aug 05, 2002 6:13 pm
by vVolf
lol, yea their arms are so... lanky. Its funny. I'm gonna try doing this. :)