More Reaver issues...

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Max-Violence
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More Reaver issues...

Post by Max-Violence »

I just noticed that Reavers can't use any armor. At all. Not even -- get this -- Reaver armor!

This, along with the "MaleReaverHuge Rocket Launcher bug" leads me to believe that the designers of FOT didn't quite finish Reavers. That'd explain why a good chunck of the core campaign dealing with Reavers was axed...

When I get home from work (in about, oh... 9/12 hours from now...), I'm gonna see if I can cook up something to give Reavers actual armor. Probably just change thier race to UniqueHumanoid er somethin'...
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Reavers

Post by PaladinHeart »

Unique Humanoid is probably the best way to go. Unique Humanoids can wear any kind of armor.
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Post by requiem_for_a_starfury »

Hmm me guessing that the player will be taking the role of, or at least have Reavers in their party, in the next Max-V production. : )
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Weapon Types

Post by PaladinHeart »

If you want reavers to use rocket launchers, super mutants to use laser weapons, etc.. Then you should just make a custom one that uses the attack animation of a weapon they CAN use. I figured this out a long time ago because of how super mutants can't use energy weapons. You just change it to a heavy weapon type which looks just as good.
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Post by Max-Violence »

requiem_for_a_starfury wrote:Hmm me guessing that the player will be taking the role of, or at least have Reavers in their party, in the next Max-V production. : )
I see that nothing gets by you Image

Anyway, the problem with making the Reaver(s) UniqueHumanoid is the fact that the actor can use other armors besides the standard Reaver armor. The good news is that the actor's sprite doesn't change (i.e. still looks like a Reaver in Power Armor, Enviro, Metal, etc.).

Whelp, problem more-or-less solved.

Still, I'd rather have Reavers use Reaver armor. Grrr...
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Alternate Solution

Post by PaladinHeart »

An alternate solution would be to change a useless stat like Charisma into something like Reaver-like or something.. Then you could have reaver armor as no type of armor but require a high charisma

Intelligence or science skill might also be an option. All the reavers are suppose to be intelligent anyway.

I never really liked reavers myself. They're kinda goofy looking how they stand with that weird perma-pelvic thrust thing. Plus their armor sucks despite them having superior technology..
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Post by Max-Violence »

I'm doin' somethin' 'bout that last one Image
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Reaver Armor

Post by PaladinHeart »

Well actually its not so much that it sucks but what it looks like. Reavers are more like scrappy junkers than some sort of high tech cult.

The normal female human with metal armor would look good as a reaver. Dunno what you could do about the normal dorky appearance of reavers tho. Let me see what kind of color scheme I can come up with.. Maybe they could look good?

But then again. Maybe they really ARE just scrappy junkers :)

This does give me some useful ideas tho
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Post by requiem_for_a_starfury »

Max-Violence wrote:I see that nothing gets by you Image
Just call me Sherlock for a Starfury or Requiem Holmes : )
Max-Violence wrote:Anyway, the problem with making the Reaver(s) UniqueHumanoid is the fact that the actor can use other armors besides the standard Reaver armor. The good news is that the actor's sprite doesn't change (i.e. still looks like a Reaver in Power Armor, Enviro, Metal, etc.).

Whelp, problem more-or-less solved.

Still, I'd rather have Reavers use Reaver armor. Grrr...
If they can use other types of armour without changing their appearance why don't you reclass the Reaver armour as a different type?
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RE

Post by PaladinHeart »

Well if the reavers themselves are changed to unique humanoids then they they can wear any armor, regardless of what type it is.

I'll look into this a moment and see if there is another solution.
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Eureka!

Post by PaladinHeart »

Well there are at least 10 hidden perks that you could give the reavers. They probably don't do anything so you could have a certain one required to wear the reaver armor and just have the reaver armor of no type.

Its pretty simple.

You could also do this with weapons if needed. You can have any requirement you want on a weapon or armor.
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Post by requiem_for_a_starfury »

Max when you say the Reavers can't use Reaver Armor what are you actually trying to do? I've just created a Reaver Male & Female and put them on a map with some spare sets of Reaver Armour and Reaver Armour Mk2 and they have no trouble equipping either. Their AC and DR stats etc change appropriately. I haven't actually tried taking them into combat but since the standard Reaver actors wear armour I don't see a problem there.

Edit While I think of it, aren't there are Reaver recruits in the main campaign who can wear BOS armour?

Edit On a seperate note to armour, it's interesting that, in the European Version of FOT at least, MF changed the spelling of armor to armour in the items text file but left the spelling of the entities display name armor. So Mutant, Reaver, Raider and Ghoul armours all appear in the game without a name or description. : )
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Armors

Post by PaladinHeart »

Perhaps he doesn't have the latest patch? Either that or he's using the old entities that don't work properly. There was a patch that fixed the ghoul, reaver, etc.. armors so that they could wear them.

Of course I think its kinda stupid to have them only able to wear their own class armor. What's to prevent them from wearing other human armors?

I can understand about a Super Mutant or Ghoul not being able to wear stuff but Reavers and Raiders are bascially the same size as normal humans.
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Post by PaladinHeart »

Oh my mistake. The problem with the old patch was that descriptions wouldn't show up properly. I DO remember that Reaver armor didn't work properly with older versions though.

Im not really sure what you could do about it though. Just use a different method like having it without a class if you're still stumped in the end. That always works.
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Post by OnTheBounce »

requiem_for_a_starfury wrote:I've just created a Reaver Male & Female and put them on a map with some spare sets of Reaver Armour and Reaver Armour Mk2 and they have no trouble equipping either...I don't see a problem there.
There is no problem w/the standard Reavers. I experimented w/this a while back and found that only the ReaverHuge has a problem w/the Rocket Launcher that Max mentioned. I also didn't notice any difference between what the Reaver Huge and male Reaver looked like, so I recommend a very simple fix: don't use ReaverHuge, instead simply use standard Reavers. ;)
requiem_for_a_starfury wrote:While I think of it, aren't there are Reaver recruits in the main campaign who can wear BOS armour?
All of the Raiders and Reavers in the core campaign should be referred to as "alleged Raiders" and "alleged Reavers", not because their association w/said organizations was never established in a court of law, but rather simply because their Race is set to BoS/Human. This is one of the issues that I am adressing in my own recruit pool. Although a Raider wearing Leather Armor still looks like his/her standard BoS companions, when your squad is lounging around a bunker getting prepped for that next mission they look like Raiders -- as opposed to the BoS who look like illiterate, brahmin-humping tribals when unarmored. It's really not much of an issue, but I think even little things like this give the game something more of that "all-inclusive, ever-swelling army" feel that FoT was aiming for. (Makes for interesting screenshots if nothing else...)
requiem_for_a_starfury wrote:...it's interesting that, in the European Version of FOT at least, MF changed the spelling of armor to armour in the items text file but left the spelling of the entities display name armor.
That was also done in the US version of the game. I find it amusing that so many people have taken offense to the spelling of "armour" having been used in the game. Some people have actually made trivial things like this mainstays of their "mods".

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Post by Max-Violence »

Heh, never dawned on me to use Reaver instead of ReaverHuge...
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Re: Armors

Post by requiem_for_a_starfury »

[TBC]-PaladinHeart wrote:Perhaps he doesn't have the latest patch? Either that or he's using the old entities that don't work properly. There was a patch that fixed the ghoul, reaver, etc.. armors so that they could wear them.
Which patch is that? The only 2 patches I know about are the one for the missing sprites and 1.27 with the editors.

OnTheBounce wrote:That was also done in the US version of the game. I find it amusing that so many people have taken offense to the spelling of "armour" having been used in the game. Some people have actually made trivial things like this mainstays of their "mods".
That was in the US version as well, I always thought that they started to change it just for the UK version, as there is another text file 'Copy of Items' which spells it armor and matches the display names. I shouldn't be surprised after all there are a few spelling mistakes and misuse of capitals in there as well. : )
OnTheBounce wrote:There is no problem w/the standard Reavers. I experimented w/this a while back and found that only the ReaverHuge has a problem w/the Rocket Launcher that Max mentioned. I also didn't notice any difference between what the Reaver Huge and male Reaver looked like, so I recommend a very simple fix: don't use ReaverHuge, instead simply use standard Reavers. ;)
Does your version have a ReaverHuge sprite? I only have the two Reaver sprites male & female. I wondered about Max-V's previous posts about the ReaverHuge and the rocket launcher thought that you guys might of had an extra sprite. It's the standard Reaver male who can't use the rocket launcher standing up. Perhaps there was meant to be a Reaver Huge sprite which never got finished?

I thought that the Reaver, Raider and Tribal recruits were all set with their race type appropriately, not to human.

Standard Reavers and Raiders from the actors directory can wear each other's armour, as well as the BOS armours. Likewise Tribals can wear all armours (except the ghoul and SM armour). Bos and Human race types can only wear BOS armour. So if you want to set up a campaign or mission with a character that can wear different armours make him/her a Tribal. : )

Though does anyone have any idea how to trigger turning people friendly to you if you are wearing a disguise AFAIK the items equipped triggers don't take notice of the torso slot only your inventory or the hand slots.

Edited once by Requiem_for_a_Starfury 11/02/03 8.56am
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Re: Armors

Post by PaladinHeart »

requiem_for_a_starfury wrote:
[TBC]-PaladinHeart wrote:Perhaps he doesn't have the latest patch? Either that or he's using the old entities that don't work properly. There was a patch that fixed the ghoul, reaver, etc.. armors so that they could wear them.
Which patch is that? The only 2 patches I know about are the one for the missing sprites and 1.27 with the editors.
I was mistaken. I now recall that it simply fixed some the ghoul and super mutant armor descriptions, which previously did not show up.
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Re: Armors

Post by OnTheBounce »

Max[b]_[/b]Violence wrote:Heh, never dawned on me to use Reaver instead of ReaverHuge...
IIRC I suggested this to you before. However, I am currently too lazy to search the forums for the "occular proof". ;)
requiem_for_a_starfury wrote:That was in the US version as well, I always thought that they started to change it just for the UK version, as there is another text file 'Copy of Items' which spells it armor and matches the display names. I shouldn't be surprised after all there are a few spelling mistakes and misuse of capitals in there as well. : )
Funny thing is I never have opened the "copy of items" file. But I must say that take the gravest possible exception to your insinuation that the grammar used by those swell chaps at MF wasn't first rate...or maybe not... ;) (I can't remember how much time I spent cleaning up the Combat Taunt files. :lol: "Uh...shouldn't that be 'Psycho' and not 'Phycho'?")
requiem_for_a_starfury wrote:Does your version have a ReaverHuge sprite? I only have the two Reaver sprites male & female. I wondered about Max-V's previous posts about the ReaverHuge and the rocket launcher thought that you guys might of had an extra sprite. It's the standard Reaver male who can't use the rocket launcher standing up. Perhaps there was meant to be a Reaver Huge sprite which never got finished?
No, my game does not have a ReaverHuge sprite. I do remember that Section Eight was supposed to check into this issue for us, but that seems to have died a slow and lingering death.
requiem_for_a_starfury wrote:I thought that the Reaver, Raider and Tribal recruits were all set with their race type appropriately, not to human.
Nope, they aren't. Sharon is set to "Tribal", but I didn't realize that people like Pain and DOS were actually what they were (Raider and Reaver respectively) until I started poking around w/the editors. Mac is an exception since her portrait leaves no doubt as to what she is supposed to be, but her race is still set to "Human".
requiem_for_a_starfury wrote:Standard Reavers and Raiders from the actors directory can wear each other's armour, as well as the BOS armours. Likewise Tribals can wear all armours (except the ghoul and SM armour). Bos and Human race types can only wear BOS armour. So if you want to set up a campaign or mission with a character that can wear different armours make him/her a Tribal. : )
TY for the info. (So I should have had Sharon try on the Reaver Armor after all...)
requiem_for_a_starfury wrote:Though does anyone have any idea how to trigger turning people friendly to you if you are wearing a disguise AFAIK the items equipped triggers don't take notice of the torso slot only your inventory or the hand slots.
No, I don't. AFAIK there is no way to do it, which is a pity since this sort of thing has been a staple of the other FO games, and makes for believable plots to boot.

However, if it were possible this would be a scripting chore since there is no way to simply script "all alive have X item equipped". Instead you'd need to have one trigger for 1 alive up to 6 alive w/a corresponding number of items equipped plus a zone qualifier, and even then you're leaving things open to players having people equip two items w/one character, and so forth.

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Disguise

Post by PaladinHeart »

Thanks for the idea about the disguises. OTB might not have a use for it since his campaign is Squad based, but I may be able to use it since every character in mine will have their own tag.

Oh, and I DID have to put a single player spawn point after all. Because when I went out in the desert the character showed up once I ran into a random encounter.

I really like the idea of the disguise though. Can you have the item working in the additional hand slot while still being able to use your weapon in the other slot? This would be perfect for some ideas I have in mind.
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