Big mods

+Zeke+

First time out of the vault
So I've read about xkcon's ripoff mod being about turning FT into a more open world, but I see mods like Awaken and the descriptions are vague.

I'd appreciate some better info on some of the bigger mods out there. Do they add the existing sequence of the game? More missions that are in the existing game, or something loaded separately or just standalone maps? I've always felt each bunker location need an extra mission roughly. I wasn't looking for a new game with new characters. Just more missions for them so they could build up longer before going to Vault 0.


Also a complete unrelated question about using the editor for entities. I can make new objects fine now. My Barret rifle was a good build. Great for midgame between the sniper rifle and the eventual gauss rifle. Made a nice set of armor that was more like modern kevlar and chicken plate setups. A bit better than Leather Mark 2. I just used existing game sprites for the sniper rifle and better leather. But I can't seem to give them a name that shows up when it's in inventory or on the ground. I tried to add some kind of color filter to differentiate them a bit in the same way the exilxir of life adds that yellow wash to the beer bottle. No luck there either. I'm not terribly upset I can't add a color to the sprite but the naming inability irks me. Suggestions?
 
Do they add the existing sequence of the game? More missions that are in the existing game, or something loaded separately or just standalone maps? I've always felt each bunker location need an extra mission roughly. I wasn't looking for a new game with new characters. Just more missions for them so they could build up longer before going to Vault 0.

This is exactly what my mod is all about, more maps and towns to build up your squads XP and bigger more intense random encounters to get more XP to build up your squad before you get to vault 0. My mod is Fallout tactics original story (and missions) set in a much bigger world to explore with lots of encounters and stories.

Also too my maps are really nice ... I'd say better than most of wasteland 2's maps. OMG, WL2 maps were so small and the sense of scale was way off... MY maps are completely on par with the original FOT maps and in some instances, better!
 
This is exactly what my mod is all about, more maps and towns to build up your squads XP and bigger more intense random encounters to get more XP to build up your squad before you get to vault 0. My mod is Fallout tactics original story (and missions) set in a much bigger world to explore with lots of encounters and stories.

Also too my maps are really nice ... I'd say better than most of wasteland 2's maps. OMG, WL2 maps were so small and the sense of scale was way off... MY maps are completely on par with the original FOT maps and in some instances, better!
You already sold me a long time ago. It's all good. It's just that there are other older big mods out there to check out too, but it's hard to actually figure out what they really do.

Any thoughts on getting the entity editor to name an item ingame?
 
to name your weapons and items properly you need to add an entry to the 'items' file. this file is found in the folder .../core/locale/games/... also you need to add a corresponding entry to the entity file itself, under the field 'display name'...

here is an existing example: open the file 'ak47Rifle.ent' in the entity editor. Now click the "Name" bar , under the field display name, you see the label 'ak47ifle' (yes it says 'ifle' instead of 'Rifle' ....this is a typo but it still functions properly).

Now open the file '/core/local/games/items' and scroll down to the Rifle section. You will find the following two entries...

name_ak47ifle = {AK47}
desc_ak47ifle = {The AK-47 and its derivatives formed the mainstay of the Soviet Armies. Its reliability, ruggedness and accuracy have earned it the reputation of being the best assault rifle ever made.}

this is the format you need to follow.

create your new weapon and place a label in the "display name" field, and then add two corresponding descriptors to the items file.

eg: in display name field write "BarretRifle", now open the items file and add two lines:

name_BarretRifle = {Barret Rifle}
desc_BarretRifle = {This is my custom Barret rifle blah blah blah or any other description}.

you should be good to go.

To give your weapon a different color, in the entity editor edit the 'Base' color slider to what ever color you want and then move the slider bar to the right to tint the object color.

Hope this helps.
 
to name your weapons and items properly you need to add an entry to the 'items' file. this file is found in the folder .../core/locale/games/... also you need to add a corresponding entry to the entity file itself, under the field 'display name'...

here is an existing example: open the file 'ak47Rifle.ent' in the entity editor. Now click the "Name" bar , under the field display name, you see the label 'ak47ifle' (yes it says 'ifle' instead of 'Rifle' ....this is a typo but it still functions properly).

Now open the file '/core/local/games/items' and scroll down to the Rifle section. You will find the following two entries...

name_ak47ifle = {AK47}
desc_ak47ifle = {The AK-47 and its derivatives formed the mainstay of the Soviet Armies. Its reliability, ruggedness and accuracy have earned it the reputation of being the best assault rifle ever made.}

this is the format you need to follow.

create your new weapon and place a label in the "display name" field, and then add two corresponding descriptors to the items file.

eg: in display name field write "BarretRifle", now open the items file and add two lines:

name_BarretRifle = {Barret Rifle}
desc_BarretRifle = {This is my custom Barret rifle blah blah blah or any other description}.

you should be good to go.

To give your weapon a different color, in the entity editor edit the 'Base' color slider to what ever color you want and then move the slider bar to the right to tint the object color.

Hope this helps.
Yes, I think I understand now. Once finished in the editor I to visit the basic directory and add the name/desc to the new entry. I was trying to make it all happen from inside the editor.
 
The first comment of the Tactics : BOS entry in ModDb that I wrote show a list of all Tactics Mods currently existing and what they do. Some of them are abandonned or where never released, and are marked this way on the list..

https://www.moddb.com/games/fallout-tactics-brotherhood-of-steel
I've seen that already, but I was looking for more detail.

1. Enclave : Probably the most popular. A true gem. Only new missions. I don't think new versions will come soon.

Does that mean the missions were mixed into the original game? Added on the end? Accessed from the the custom area instead?

I'm looking for something that is blended into the original game plot line that I can keep running my team through to keep building them up.

2. Redux : Endocore did a massive and impressive job.

I see the applause but no description or summary.

Same problem for the notes on Turn Based and Awaken. Does than mean if I try putting in Awaken or Enclave that if I try to flip to turn based mode I can't? Or if I put in Awaken that I can't play the vanilla missions?

I do appreciate you trying to offer a bit more than the actual mod descriptions but I still end up with more questions than answers.

Maybe just give me some more on the four in your released section. Other than xkcon's and Equilibrium mod I'll probably skip the rest as not finished or abandoned.
 
Haha you are so right! I should have done that instead of giving my personal comments or something. Here you go :

RELEASED

1. Enclave : You play the Enclave, means you don't do any of the standard missions, just new ones. It is a lot of action and combat, there are a lot of new guns and crazy military equipments. RobertHouse just told me that he is working on some updates for Enclave. They should be released soon, with a more direct, single download file. I would wait a little for this if I were you.

2. Redux : I worked a bit on sprites for this one. It's the vanilla game with its missions and some new items and contents, more flavor, more balanced, more immersion, more damage, much more difficulty too. For example, at the end the turrets are relly deadly and the robots shoot you with depleted uranium bullets that irradiate your party.

3. Turned-based : I don't know much about this one...

4. Awaken : A very old RPG style tactics mod. Very simple mod in comparaison to what we are doing now. No vanilla missions, just new contents and maps in a RGP style. I liked it a lot.
 
Haha you are so right! I should have done that instead of giving my personal comments or something. Here you go :

RELEASED

1. Enclave : You play the Enclave, means you don't do any of the standard missions, just new ones. It is a lot of action and combat, there are a lot of new guns and crazy military equipments. RobertHouse just told me that he is working on some updates for Enclave. They should be released soon, with a more direct, single download file. I would wait a little for this if I were you.

2. Redux : I worked a bit on sprites for this one. It's the vanilla game with its missions and some new items and contents, more flavor, more balanced, more immersion, more damage, much more difficulty too. For example, at the end the turrets are relly deadly and the robots shoot you with depleted uranium bullets that irradiate your party.

3. Turned-based : I don't know much about this one...

4. Awaken : A very old RPG style tactics mod. Very simple mod in comparaison to what we are doing now. No vanilla missions, just new contents and maps in a RGP style. I liked it a lot.
So really nothing adding more missions to the existing plot line in the vanilla game. So far it seems only exkcon's mod does that.
 
Good to know.

Odd that the concept of extending the plot line a bit to get more experience for the team wasn't a big modding priority in the earlier years. It's easy enough to just cheat in the editor for team members but not for the principal character if one goes for a custom over a prefab. Besides, editor cheats feel a bit hollow.

I always felt the plot lines for the deathclaws, mutants, and especially reavers were all one mission short.

Unless the player rides the map for random encounters it's hard for the character to earn the higher perks. Ending Scott City to go into the final combined finale barely gets the player past 21st level if the player sticks to missions alone. Getting to 24th is easy enough with a bit of extra riding, but 27th and 30th gets boring fast repeating wasteland encounters. But if you want to get enough good perks that's what you have to do. Enough extra missions to get to 24th after Scott City on missions alone would get you a "finished" style character to roll into the finale.
 
I thought there was more tactics more around but it seems you mentioned all that i could recall.
 
If I had the programs needed, I would have made FOT into an empire-building mmo.
Like terrain generator, easy scripting etc...
 
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