CANCELLED! (probably)
well! Looks like this project is just a pipedream. I don't have enough time to do all the mapping involved to make this thing happen... but it seems a shame to just delete all the portraits and recruit bios that I made... I could release them as a "patch" for the Redux Mod...
But did you actually modify the .ent files for the Recruits? There would be a line of code that assigns the taunts to, for example, all Super Mutants and if it's reliant on race, then the line of code would mention race. Argh I wish I could edit these .ent files! I know what I mean but I don't...
I think this is a bug actually. Some of the civilians on Random Encounters are wandering around with combat shotguns in their inventories... so the developers must have intended for them to use them and just not gotten around to making the sprites or they didn't assign them properly.
I think...
You know, maybe this would only work with floating text commands for when the recruit gets injured, because there's no automatic advance/flee options for them like every other NPC has. Basic shoutouts for injuries would probably work.
Did you edit the .ent file for the recruits to assign the BOS_taunts to them?
The line of code would exist in the Super Mutants .ent files and it wouldn't exist in the Recruits .ent files, so it just has to be located and added.
You probably did this already but... I just want to be sure :)...
Well... if you'll refer to the Taunts text file in your locale_0.bos file you'll find all the things said by all random NPCs; Mutant_Advance, Mutant_Missed, Ghoul_Advance, Ghoul_Missed etc- this stuff is easy to edit, and I've already done this myself. So each locale_0/Actor is written in a...
Speaking of sprites... has anyone managed to fix the Super Mutants?
The random colors that they have in Tactics are really dumb...
Just curious :D
Also: has anyone played Metalheart Replicant Rampage? It's pretty terrible but the graphics- cyborg sprites and items would work really well if...
Is this even possible?
The recruits in the game don't say anything at all but I'd like to change this. I'm reworking a lot of the existing recruits, adding more people (see the Side Quest DLC thread) and changing the existing ones, and it'd be nice to know whether or not I can write some...
I guess this mod is an overall for the Special Encounters since all the maps/missions are going to function like that outside of the games main campaign. The existing Special Encounters really useless... they're nothing like I remember from Fallout 2... I mean at least with the Crashed Whale you...
Maybe 5 or maybe 50? Haha it depends whether some map-people get on board; the level editor is the most difficult part for me at the moment. I'm want to keep the maps small to make things easier to complete- random encounters with NPCs and tough boss battles (edit. some the RobertHouse mutant...
Missing Weapons Sounds: sound_0.bos [SOLVED]
So this looks like a pretty common problem. I've googled the hell out of this and tried to find the replacement fot_sounds.zip that Interplay had on their site and the sound_0.bos which has gone missing from my own folder, and I can't find any...
I've been working on this for about a week now writing dialogue, gathering images, editing images to make items and portraits etc.
The idea is to add more areas and more items for exploration that blend in with the existing campaign to provide more challenging gameplay, opportunities to trade...