I see, thanks!Drobovik said:
Kreshna Aryaguna Nurzaman said:Like, changing 1 x combat armor into 2 x combat armor?
Kreshna Aryaguna Nurzaman said:I remember using Falche, which automatically calculates derived statistics from base statistics.
Will try that route, then.vad said:Kreshna Aryaguna Nurzaman said:Like, changing 1 x combat armor into 2 x combat armor?
I think it's absolutely safe.
Well, when using Falche, the derived stats automatically changes when changing the base stats. For example, increasing strength automatically changes the displayed carry weight value in the editor.vad said:Kreshna Aryaguna Nurzaman said:I remember using Falche, which automatically calculates derived statistics from base statistics.
I am not sure it was done by Falche. Fallout recalculates base derived statistics for player's character each time you load game. Thats why I wrote in first post "If you change character stats, better change "Bonus Stats" than "Base Stats". In game stats = base + bonus, but some of base stats are recalculated by game engine at each load." It's unlikely that the same calculations are done for the NPC, but possible. You can check it by changing NPC's base derived statistics(hit points, action points, armor class) and see if they are changed in game.
Kreshna Aryaguna Nurzaman said:But I wonder why Ian insists to use pistol instead of rocket launcher, even though his small guns skill is already lowered to zero.
That's what I suspected.Oppen said:If he doesn't have the animations to use big guns, he will never use them. Also, I think the preferred gun is not the one with higher skill, but a scripted one.
Interesting, thanks!.Pixote. said:Kreshna Aryaguna Nurzaman said:But I wonder why Ian insists to use pistol instead of rocket launcher, even though his small guns skill is already lowered to zero.
It's your lucky day...
This fix will allow Ian and Tycho to use all of the weapons in the game; it is based on the new player characters (Mr. Long Hair and Mr. Baldie) from the Restoration Project. There are some noticeable differences though – gone are Ian’s blue pants and white T-Shirt, he is now in black leather from head to toe, as like the black leather player character from the game, Tycho now has dark green pants instead of the brown pants. As a consequence, all of the critters using the same appearance have also had the same change, which means they too can use all of the available weapons in game.
If someone could bring these two critters into Fallout 1 as unique NPC critters and adjust the scripts, that would be greatly appreciated.
...
Instructions: Copy the “data” folder into the Fallout 1 folder, and overwrite the existing data folder. Fallout 1 – New Ian & Tycho Critters
Kreshna Aryaguna Nurzaman said:So my question is:
(1) since I've already gone quite far in the game, is the mod compatible with my savegame? Or will I need to start over?
Kreshna Aryaguna Nurzaman said:(2) since Fallout 1 NPC mod already allows NPC to use any weapons (but you need to take away their favorite weapons - for example, you need to take Ian's pistols to make him use rocket launcher), what is the difference between your mod and Fallout 1 NPC mod? For example, will they automatically select best weapons based on skill, thus eliminating the "scripted weapon preference"?
Kreshna Aryaguna Nurzaman said:(3) can NPC still use any armor with your mod? For example, Katja wearing rangers armor, etc.
Well in Fallout NPC mod, Ian, Tycho, and Katja change their armor after being told "use the best armor" in conversation menu. Their appearance also changes, and so do their statistics..Pixote. said:Kreshna Aryaguna Nurzaman said:So my question is:
(1) since I've already gone quite far in the game, is the mod compatible with my savegame? Or will I need to start over?
No it should be fine.
Kreshna Aryaguna Nurzaman said:(2) since Fallout 1 NPC mod already allows NPC to use any weapons (but you need to take away their favorite weapons - for example, you need to take Ian's pistols to make him use rocket launcher), what is the difference between your mod and Fallout 1 NPC mod? For example, will they automatically select best weapons based on skill, thus eliminating the "scripted weapon preference"?
Unfortunately the NPC were added at the very end of Fallout 1 development, the designers didn't get a chance to improve the scripts. So to ensure the NPC uses the weapon you want you have to only leave that weapon in their inventory. You can always experiment with them and see what their preferences are, but most likely the skill points will determine the weapon of choice.
Kreshna Aryaguna Nurzaman said:(3) can NPC still use any armor with your mod? For example, Katja wearing rangers armor, etc.
I'm not sure if adding an armor to their inventory forces the NPC to actually wear it, but their appearance will not change. All of the animations for Tycho and Ian are ready if someone wanted to script it.
Kreshna Aryaguna Nurzaman said:Well in Fallout NPC mod, Ian, Tycho, and Katja change their armor after being told "use the best armor" in conversation menu. Their appearance also changes, and so do their statistics.
What? With Fallout NPC Mod, NPCs can change their armor and their appearance respectively. Here, take a look at the screenshots at my after-action report. Ian, for example, is wearing metal armor..Pixote. said:Kreshna Aryaguna Nurzaman said:Well in Fallout NPC mod, Ian, Tycho, and Katja change their armor after being told "use the best armor" in conversation menu. Their appearance also changes, and so do their statistics.
I've never seen them change their appearance, nor have I seen the "use the best armor" in the conversation menu. To change appearance you need about 800+ critter animations for each NPC. Did that come with the Fallout NPC mod?
Kreshna Aryaguna Nurzaman said:However, I still plan to keep Dogmeat being able to barter with, because I can make him a "mule" NPC too! My party carries a lot of ammo and weapons, so the more mule, the better!
However, is it safe? Will it crash the game at some point?
I see..Pixote. said:They are swapping models, unlike the RP where they actually look like the characters in question. So Ian would have long hair and wear metal armor. Tycho would be a bald dude in metal armor.
Thanks Vad.vad said:Kreshna Aryaguna Nurzaman said:However, I still plan to keep Dogmeat being able to barter with, because I can make him a "mule" NPC too! My party carries a lot of ammo and weapons, so the more mule, the better!
However, is it safe? Will it crash the game at some point?
It should be safe.
can you help me download it? i tried but i don't where to put the file.iznogoud said:I just tested it on a mib88 installed fallout2. It works like a charm so far. I changed around in my inventory, perks and character skills without any problems.
Great job!!
Set 79:GVAR_VAULT_CITIZEN to 5Red_Rage said:I was just wondering if anyone could tell me what variables I need to alter to set myself as the Vault City Captain Of The Guard?
Thanks in advance.