FAQ/Guides/Tutorials

Montez

So Old I'm Losing Radiation Signs
2017 edit: Many of these sites are now dead it seems, but you should still be able to access the NMA stuff via the archived site: http://www.nma-fallout.com/threads/news-archives-and-more.196804/
Otherwise try searching for the specific url on archive.org/web/ or archive.is.
You can also try http://falloutmods.wikia.com/wiki/Main_Page as a general resource.

Belatedly updated on 3/7/06, and made largely obsolete by this post.

The following is a list of threads and sites which contain mapper, scripting and modding tutorials as well as answers to some frequently asked questions. I'll be updating this periodically, but if there is something I'm missing feel free to post it in the thread or PM me with the info.


The Fallout 2 Mapper:

http://www.nma-fallout.com/forum/dload.php?action=file&file_id=89

NMA's hosted tutorials:

http://www.nma-fallout.com/forum/dload.php?action=category&cat_id=52

Modding Guide By dude_obj

http://web.archive.org/web/20130209083323/http://modguide.nma-fallout.com/

ColJack's Tutorials (most are already mirrored here):

http://www.coljack.pwp.blueyonder.co.uk/fallout/

Lich's Scripting Tutorials (Polish + English)

http://blacksteel.nma-fallout.com/

Help and Tutorials by Nuclear Winter Studios

http://help.nwsgames.net/

Scripting Tutorial (not sure who it's by, got it from a post by Jargo - if you know, let me know)

http://koti.mbnet.fi/dsjoblom/scrtut.htm

Harcoded "city limit" removers (for adding new cities, more cities):

http://www.nma-fallout.com/forum/dload.php?action=file&file_id=75
http://www.nma-fallout.com/forum/dload.php?action=file&file_id=76


Semi-Index of useful threads

Help, the mapper won't run!
We have a dozen threads about this, search through the forum and read them.

Where can I get Watcom, and how do I get it to work on XP?
http://www.nma-fallout.com/forum/viewtopic.php?t=1262

Changing an existing character's appearance or behavior:
http://www.nma-fallout.com/forum/viewtopic.php?t=598

Adding light sources to a map:
http://www.nma-fallout.com/forum/viewtopic.php?t=759

Adding locks to doors:
http://www.nma-fallout.com/forum/viewtopic.php?t=759

Placing corpses on a map:
http://www.nma-fallout.com/forum/viewtopic.php?t=729

Changing the starting location (Temple of Trials):
http://www.nma-fallout.com/forum/viewtopic.php?t=988

Attaching scripts to critters/npcs:
http://www.nma-fallout.com/forum/viewtopic.php?t=6251

General scripting discussion:
http://www.nma-fallout.com/forum/viewtopic.php?t=1248
http://www.nma-fallout.com/forum/viewtopic.php?t=2904

Changing the PC from the tribal clothes to the Vault 13 suit and getting the PipBoy:
http://www.nma-fallout.com/forum/viewtopic.php?t=1392
http://www.nma-fallout.com/forum/viewtopic.php?t=4012

How can I change the world map?
http://www.nma-fallout.com/forum/viewtopic.php?t=8070


Anyone who wants to help with this, please do. If you have created or know of any guides, tutorials, sites, programs, or anything else that could potentially help someone who wants to use the editor, list it here and I'll add it in.
 
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:oops: oops! Sorry Odin, looks like newbies aren't the only ones that don't think to use the search function.

Looks like all Col Jack's stuff is there. Is anything out there that we aren't already hosting?
 
i'm working on a general FAQ.. for answers to questions i've been asked once or twice, like "i can't get the vault 13 main door to work, why?" and " the editor won't start, why?
and so on...
but if you want to beat me to it feel free, it'll save me some time..
there is / was a FAQ already started on the DAC fan fallout forum, don't know if it's still there..
 
No by all means go right ahead, I'd appreciate it and I'm sure everyone else would too. I'm just going to do a general summary of whatever I can find in this forum so it will all be in one place. I haven't messed around with the editor besides making maps so all the scripting stuff is above my head right now. I'm just doing a cut-and-paste job, basically.
 
Fallout Tactics Tutorials

Some useful tutorials for FoT can be found over here at DaC.

EDIT:

The tactics editor discussion forum at DaC also has allot of interesting stuff and more fallout fans.

Always try to remember to use the search function before asking questions and read the EDITOR README in full.

Good luck FoT mappers!
 
The Nuclear Winter Studios help and tutorial forums are located here: http://help.nwsgames.net/

For any level of modder, from beginer, to experianced. For scripting, artwork, sound, anything related to Fallout modding. Any questions, just ask. Our team is eager too help.
 
Add on to brahmin's post:

Were still writing tut's atm(we have about 6 atm), but if you have any questions just post them - there's generally one of us online at most times, so we can help you with ur problems(hell if its a good enough question ill just sticky it and the answer :P)

________
Neo Decoy
NWS Scripter
________
 
There is a mistake in FAQ:
Q: How can experience points for killing critters be changed?
A: Edit the points in the header file and then re-compile ALL of the scripts to include this change. Basically, each critter or object has a script, and the points are awarded from those individual scripts, so you have to change all of the relevent scripts.
Answer by ColJack.
You can't find exp for killing critters in the scripts (headers). Exp points for killing critters are in their pro-files (parameter "Exp. Val." in the mapper2 prototype editor).
 
they mis-quoted me.....

that reply was to a question asking how to change the exp awarded from quests and critters and things..

my reply was to the quests and things part...

the exp points awarded for doing things like lockpicking and trap dissarming are set in the exppoint.h header file.. along with the exp points for the quests...
 
Were can I find a tutorial on how to load a mod and play it? I cant figure out how to play mods for Fallout 2?? I tried downloading the files and replacing them in my Fallout folders but a mod has never worked on my computer? Is there a step by step explanation on how to play mods??
 
Automated sprite rendering and cropping from 3DSmax

If you’re as lazy as me you want to be able to press one button (or run one .bat file) to get your game sprites rendered and processed right into the final format and directory, so you can see them in the game.

It even comes with a pretty good explanation and a second, "hacked up" example.

Download: spriterendertool v0.91: rendertool, batching, lens/out-sync...helpfile included

(Hope it was the right place to post this)
 
thought I'd give it a try while I'm here..

please not this is a WIP and a spur of the moment thing, I may or may not do some more...

comments / notes / corrections welcome..

Trader Tutorial WIP
 
Building New Critters for Fallout

This tutorial will hopefully assist people in building new critters for the original Fallouts. Instead of making new critters in 3D, animating and rendering them, I will demonstrate how to edit the original critter artwork, and build new Fallout critters. *An earlier version of is tutorial can also be found at the 'New animations 2' thread - (Fallout General Modding). Click the spoiler for the tutorial.



To build new Fallout critters you will need:

1.Frame Animator 2.70 – (This creates the image files, and animates the FRM’s. This has the Fallout color palette file).

2.Photoshop – (This is used to edit the actual image files). Mr.Baldie Photoshop Action

3.Titanium Frm Browser 1.3 – (This software allows the viewing of the critter FRM’s).


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1.Grab all of the files related to the two critters you want to combine – (you will need to use a program to open the critter.DAT file in Fallout 2 – check the NMA files section) – the various critters can be found in the art/critter folder. Ex. Leather Armor Male = (HMLTHR) and Blue Jump Suit = (HMJMPS).

latest



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2.Place them into two separate folders. Allocate a folder for each individual FRM (Fallout frame) and name them correspondingly. Ex: HMJMPSAA.frm into HMJMPSAA folder. Create a folder and name it “Images”, copy that folder into every HMJMPS folder… (This folder will hold all of the individual images).

Yacc1Lm.gif


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3.Run the FrameAnimator and ‘Open Project’ (Ctrl+o) – now select the first individual critter FRM - ex: HMJMPSAA.frm (the idle critter in the Blue Jumpsuit). Press ‘Save Project’ (Ctrl+s) and save the Project file (*FPR) and BMP files into the “Images” folder. Each individual frame will now be saved into the images folder. Each image will have its correct frame offset numbers and alpha color (blue), so when you load them back into the FrameAnimator the critter should be in its correct position - (The FrameAnimator can be a bit buggy, I prefer not to close the program while I finish the editing the frames in PS, and after the images have been adjusted I just reload the project file and make the finished FRM).

*Open the HMJMPSAA.frm
ZKaV4eA.gif


*The FRM - HMJMPSAA.frm (the idle critter in the Blue Jumpsuit).
jMiFwvz.gif


*The saved project. The folder with the BMP images and HMJMPSAA.frm
UWHaS6r.gif


*The individual BMP images for HMJMPSAA.frm (Total = 72 frames)
7LU9awb.gif


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4.Complete the same process for each FRM that will require editing – do the same for the other critters FRM’s (i.e. Leather Armor – HMLTHRAA)

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5.Open the folders of both critters with the same animations (HMJMPSAA + HMLTH2AA) and place them side by side. It’s important to check to see if both critters have the same number of animations in their individual sequences. If one has more, then you might need to remove or add an extra frame to balance the equation…as well check to see that the sequences are the same, sometimes they are not – the critical factor is to ensure that the critters animations are the same, otherwise the editing process will become more difficult.

*Both the Blue Jump Suit = (HMJMPS) and Leather Armor Male = (HMLTHR) BMP's.
9IfRva3.gif


..............................................................................................................................

6.Open Photoshop, and load the new ‘Mr. Baldie’ action. Do this by opening the Actions panel, and selecting the button on the right hand side – (Load Actions…), now the ‘Mr. Baldie’ action will be in your Actions panel. The action can be found here - Mr.Baldie Photoshop Action

It has 4 stages –

1: Import Image. (It copies one critter over onto the other critters image file).

2: Masking. (After you made a selection (critter head) you press this action and it will mask the area you have selected.

3: Save FRM. (This will flatten the image and save the image with the Fallout color palette, but will not close the file – in case you need to restore the original image).

4: Quick Grab Index. (It is designed for selecting and coping the critter - it is useful if you need to copy a part of an index image onto another image; often the head).

*The Photoshop actions.
n0I0zFF.gif

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7.Now double click on the Jumpsuit critter first, and then quickly double click on the corresponding Leather critter. Both will open in Photoshop (if not check their properties to see if PS will open BMP’s). Make sure that the Leather critter is the last image opened. Select the “Import Image” action and press the play action button…the Leather critter will be copied over to the Jumpsuit critter…if you are lucky the critters will align perfectly, otherwise de-select and move the top layer into its proper position (it’s best to judge this by aligning the feet and shoulders). Now select the area on the top critter that you want to mask (keep), the lasso tool is the best option here (L) – ex: The Bald head from the Leather critter onto the Blue Jumpsuit critter. Make any small adjustments – blend the pixels if necessary, and finally select the ‘Save FRM’ action and press the play action button.

*Imported Leather Critter.
ESQhcxJ.gif


*Selecting the head with the lasso tool.
ZjPkYwb.gif


*Masking the Leather Critter's body.
c9TarLw.gif


..............................................................................................................................

8. Go through each and every frame in the animation – and reload the finished images into the FrameAnimator. Run through each frame and each direction to check the animation, and if all is well save the FRM with a new name. If any frame is slightly out of position them make the necessary adjustment to reposition. It’s a good idea to check both the original and the new critter FRM’s to see how well they compare with the Titanium Frm Browser. *Please don't forget to save the FRM.

*The new Bald Blue Jumpsuit critter.
oo8ePJp.gif


mgHPf.gif
...
f4T91.gif
...
nVylH.gif
...
EVFYY.gif
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VWtq0.gif
...
h6EI9.gif

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If none of that makes sense...then critter building isn't for you. :P
 
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