Question about the special armors.

The.Horde

First time out of the vault
Tactics Editing

Is there any way to modify Power Armor (or any human armor for that matter-I don't think there is though-at least for editing the armor's properties) to fit on the Raider/Reaver large/huge models or is it a sprite thing?

If I gotta I suppose I could just modify the character to have the bonuses/penalties the armor would impart, but would like it if its possible to allow those actors to equip human type armor.

Thx.
 
It's a hardcoded thing, you'll need to modify their stats or you can copy the PA and in the entity editor change it's armour type to reaver/raider and then equip your actors with it.
 
Ya I tried that-copying power armor, changing it to raider armor, equipped one with it in the editor but he (Raider-Huge) still couldn't use it. I'm gonna assume it'd be the same with Reavers. Oh well guess I just have to modify individual actors.
 
You should still be able to force the armour on them in the entity editor or level editor, it won't change their appearance but it should alter their stats. Only thing is if the player has control of the character and removes the armour they won't be able to re-equip it. As with some of the Reaver leaders in Newton.

PS there's no point in using reaver huge, there's no seperate sprite for it and personally I think the coding wasn't finished for it. Normal reavers can wear most of the human armours anyway.
 
Ya it can be forced onto them via the editor. You're right about the rest (already had found it out though) but I can tell you that even forced onto the offending actor it will not impart the bonuses it should. And ya I pretty much decided forget using the huge models. Oh well. :/
 
man o man... im creating a map with no probs but everything else wants to give me problems.

I know before you could put raider/reaver armors on human chars. now I see you can no longer do that, only on raider/reaver flagged chars.

I checked the ent files to see if I could see a setting to change, but didnt see anything, and I tried extracting the original ones but that didnt work either.

so I guess its either now hardcoded, or in another files, I checked a few but cant seem to find the check script anywhere. Has anyone else tried changing the armors back or is it not possible now? Thanks again.
 
You can force an armour on any character in the entity editor, doesn't mean they'll work properly.

When you re-extracted the other files earlier did you just extract the files you were having problems with or all of them? If the latter reapply the patch, as the unpatched files work in different ways.

Only Tribal, raider and reaver normals can wear any human armour, tribal and raider huge can't wear their races armour, even if you force it on them they won't get the modifiers (IIRC).
 
First off... Are you refering to my probs with the medkits? I extracted everything then put the patch back on to make sure I had it all right. As far as editing the medkits etc, the ent wouldn't open in the editor... So I just put the old files in temp to place the items then put the new ones back... *shrug*

As far as the special armors go.. I extracted them and renamed them, and set them up as a new item. So I got 2 sets of the raider/reaver armors.. 1 is the orig set and the 2 is the test set I was fiddling with.

Yeah I understand I can force the armors on chars by equiping them on their ents. And I found that if you flag someone a raider they can wear raider and normal armor... But im wondering if there is a way that normals can wear raider and reaver armors.

Not sure if you answered that, if you did I guess I didn't understand it. Sorry.

Essentially what I'm trying to do is make my own mission to insert into the original campaign as a test run while I figure everything out. Then I'll go onto a bigger project possibly.

Essentially I wanted to seed some raider or reaver armor in the mission that you can loot. Can loot it fine etc etc, modified them so you actually get a description, but my team can't equip any of it cause their all humans. So I'm trying to figure out how to allow the normal charaters to equip it normally in game. (Translation a new armor model that the players can use. Seeing its pretty limited.)

Not sure if I made any sense in that rambling or not. I appreciate the help.

EDIT: AH HA! Got it. I didn't fully understand what you were saying at first, but then your mention of Tribal popped in while I was overlooking an ent file. So I changed the Race Type flag from BOS to Tribal and poof the squadies can wear the armors now.

Thanks a lot for the help. Can't believe one little tag of BOS was the bloody problem lol.
 
It's hardcoded that the BOS race can only wear the 5 armour types, which is annoying since the raider armour would make a good leather jacket. Watch out though if you are making a mod for the campaign the main character still won't be able to use the new armours as they'll be from the BOS race by default.

The prepatched recruits were all set to their own race type, so they could wear other armours, I don't know why they changed them. I guess they thought it was a bit odd that when they took off their BOS armour they'd have raider/reaver armour on.

I hope you've set up the path as described in the Editor readme, that way you can mess about as much as you like and not overwrite anything. It saves having to keep unpacking and patching when you muck things up.
 
Yeah I already set the prefab chars to tribal so if you just take one of them they can wear it, I set all the recruits to tribal/raider/reaver.

The only prob as you said is if I make a new char, then they cant wear it.

And naw I havnt set up a folder path yet, I'm still dinking around learning stuff.... Once I get the hang of everything I'll do a fresh decompile and patch and get everything where I want them for my mod.
 
Only trouble with tribal prefabs is that if someone modifies one, not only do you lose the background but the portrait as well.

It's a lot easier to set a path up from the begining, especially when you're just experimenting.
 
Odd was just running the game with all the recruits set as tribals and every single one still had their portrait and background info, along with color settings etc...

Yeah ended up setting the path up yesterday :-) thanks for the advice.

EDIT: oh you said Prefab.... one sec loading game...
.....
nope just started a new game and selected the prefabs, they all got their portrait and background info as well.

The only prob i'm having with the prefabs are the custom ones i added, the portrait shows, but the background info doesnt, but if i hit modify then cancel the background info is there.... *shrug* odd little bug i guess.
 
When you modify a prefab the name goes in that custom name slot overwriting the display name. So with any prefab once you modify it, you'll lose the background. Trouble with tribal prefabs is that, tribals aren't a race you can create for multiplayer. So there's no portrait list available, if you create a tribal prefab and someone modifies it, once in game the portrait will be gone.

Does your background info show up in game, if you just take the prefab? Double check you deleted the custom name for the prefab. It might be overriding the display name, and cancelling the modify might delete it.
 
lol yeap it was that, I did leave the custom name in there. took that out and it works fine.

Also checked the modifying of the prefabs and yeap no portraits for them. It just stays on the one assigned tot he prefab when you hit the arrows, so if you modify mick, mick will keep his portrait.... can't change it. hmmmm....

I guess if need be i'll just make a prefab for all the portraits available at the character creation screen, then they just need to modify the prefab with the portrait they want. The big portraits will just look like crap seeing I'll have to blow up smaller ones, but I guess they'll get the idea. *shrug* not sure what I'll do yet, thanks for letting me know of that prob.
 
If they modify a tribal prefab there won't be a portrait In Game!

You turned Mick into a tribal, and you tried to change the portrait under modify, but if you carried on into the first mission you'd of seen that the portrait disappears entirely.
 
It's possible to diable the interface buttons, unfortunately IIRC the modify button is used elsewhere so that particular button can't be taken out.
 
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