Slavery Expanded re-released

Any of these nice animations I provide are complete, gun and walking, etc, etc. i even can provide a download link if you insist.
Because as we all know, I can change automatically the colors of many of the models. Well except for the combat armor, this armor is a tricky bitch. that's why I asked for help to do manually the 24 frames (24 hours of work divided among 3,4 peoples is doable).
But thanks for the concern.
And a last one for the show


Ok, for Ravager69 or for anyone passing by :
here is a link to one of the best tuto ever written :
http://www.fanmadefallout.com/forums/viewtopic.php?t=2327&sid=a8865272958fffa8c1c70fae6449c111
You need to register first, but then it will be very easy.
if you have any problem using watcom (as i did), go see this link to learn the art of ruby.
http://www.nma-fallout.com/forum/viewtopic.php?t=42365

Don't hesitate to ask if you have any problem/question installing the compiler.
Try to add a few sentence without meaning to klint. If you succeed, congratulation, you will be a scripter. And then you can start to harass MIB or killap for help :D
 
Grayswandir said:
Any of these nice animations I provide are complete, gun and walking, etc, etc. i even can provide a download link if you insist.
Because as we all know, I can change automatically the colors of many of the models. Well except for the combat armor, this armor is a tricky bitch. that's why I asked for help to do manually the 24 frames (24 hours of work divided among 3,4 peoples is doable).
But thanks for the concern.
And a last one for the show


Ok, for Ravager69 or for anyone passing by :
here is a link to one of the best tuto ever written :
http://www.fanmadefallout.com/forums/viewtopic.php?t=2327&sid=a8865272958fffa8c1c70fae6449c111
You need to register first, but then it will be very easy.
if you have any problem using watcom (as i did), go see this link to learn the art of ruby.
http://www.nma-fallout.com/forum/viewtopic.php?t=42365

Don't hesitate to ask if you have any problem/question installing the compiler.
Try to add a few sentence without meaning to klint. If you succeed, congratulation, you will be a scripter. And then you can start to harass MIB or killap for help :D

I already registered 8-) I'll let you know in a while on my progress.
 
Ok, so i gave it a look, and seems that the slave drive and leaving the Slavers can be done pretty easily by recycling the traders from Redding (replacing carts with slaves) and by replicating the "mutated toe removal "with Andy. I still need to write the command not to speak if player ain't slaver, but the rest is just dialogue replacement.
I am working with the decompiled files from the mapper, so I still need the help of a scripter to compile, test the scripts in the mapper, do the real hard work...
So don't stop working Ravager! :D


Here are some dialogues exerpt :
{140}{}{Vault City (Slaggar spits disdainfully). Yeah, I'll tell you about those damn hypocrites!
When they see us in the desert, they don't hesitate to shoot.
But, when we come at their gate with two legged cattle, then they smile at us! Fucking bastards!
They look down at us with their high moral 'standard', they call us 'scum' because of what we do.
But don't fool yourself, they may call their slaves 'servants', pretending that they are saving them from us!
But I tell you, I haven't see any of their 'servants' being freed! And when they dare try to escape,
they beat them as hard as we would have done... }

Or
{145}{}{New Reno... That's a city like I like them. The families there don't bother us.
They know they need us to bring them fresh girls and stuff.
We sell most of our slaves to the Mordino. They seem to make a high comsumption of them lately.
But we also have our arrangements with the other families as well.
And the junkies, well they fear us! They think we might enslave them during the night.
And sometimes, we do, ha ha ha !
You want to get there, talk to Venosa, he leaves here on the 21st of each month.}

So that's one tradermaster and 3 slaves drivers. (one for each room of the base)
I thougt off adding a brothel, but i was very incomfortable with the idea of slave whores...
A doctor could be added by reusing the script from Vault 15.
What else?

Ok that was the easy part. Lets go to the probably undoable

For the quests related to the main plot, I thought that when you earn the trust of Metzger (by level or number of mission accomplished?), he can send you do the shipment of chemical to the Salvatore. (same script as with the Salvatore/Enclave)
Then you have to intercept the communication between the salvatore (mmm how to do that? maybe with the script from fallout 1 with the Mutants from Mariposa)
And then you can double cross the Salvatore and deal directly with the Enclave. (Salvatore don't get the laser, the slavers do)
But i have no Idea how to repercute that on the final endings (if not hardcoded.)

If you have any Ideas for easy precise stuff for the rangers or the slavers, please shoot, maybe it will be at my range.

PS by easy I mean something whose script is already used somewhere else in fallout 2.
PPS by precise I mean with dialogue examples, realist quests, stages, idea how to implement it... No block of sentences full of Idea in every direction. Thanks.
 
Alright, this is truly awesome Grayswandir, thanks for the support 8-)
I hate to say it, but I've done little progress in the last days. Mainly because I couldn't find a working installer of the openwatcom - I've downloaded about 6-7 (v 1.7a) of them and nothing happened when I opened them. Yesterday I've finally installed the damn thing and haven't had much time since to work on the mod. But now since I have it, I should finally make some progress.

As for writing dialogues, that's something I can do gladly. For example, this is how I see the dialogue with the slave caravan driver:

{140}{}{Vault City? (Slagger's eyes light up with hatred) You wanna know about Vault City, eh? I'll tell you something about them, friend. I HATE those self-righteous bastards even more than those freedom fighters in NCR. You know, us slavers are assholes, true, but at least we're honest 'bout it. VC depends on slaves as much as any other Hell-hole in the wastes, but they don't even have the balls to admit it. So yeah, they buy our "servants" and pay well, but pray that you don't meet any of their patrols or you'll end up with a bullet in that pretty tattoo face of yours. I tell you friend, I'd love to see that place burn. Still, if you wanna go there, talk to Vincent on 9th of each month.}

{145}{}{(When you ask about New Reno, Slaggar suddenly relaxes a bit and you notice a change in his look) Now that place, my dear friend, is a place to be. You won't find any of that hypocritical bullshit from NCR or Vault City, just pure human nature. Our lovely brand New Reno is the best place for people like us - people that will take what they want. Drugs, booze, whores - the good stuff - it's all there my friend, IF you have the cash. So, just stick with us and you won't have to worry about that little detail - keep those tribals coming and we'll take care of you. Just see Vincent on 21st each month and he'll set you up.}

OK that was for the starters, so you can check the quality of my writing, I hope you'll find it adequate 8-) Anyway, I have lots do to, so I'll get back to work.

*EDIT* Alright, I am beginning to get a hang on this. I should be able to do some basic modding sometime soon.
 
You've got a good start on the dialogue there guys. I like it.

Can i suggest you start off really simple implementing this mod and then building on it? I would suggest the simplest and easiest things to accomplish:

a) Being able to remove the tatoo - great idea, and that alone would make me consider joining the slavers again. Ask MIB88 about it - i suspect it's very easy to script. I would suggest -1 CH is sufficient penalty.

b) I really do think it would be awesome if you could effectively 'recruit' tirbals on slave runs to become temporary NPC followers, that you can take to VC or metzger, or New Reno and sell them yourself. Of course you'd have to be able to recruit slave followers over your CH limit (though there could a limit of, say, 5 max), they'd have to be crap fighters (so you can't build an army of them) and it would be best if they die or vanish after, say, 1 week. You could even add the possibility of 'recruiting' the homeless people as slave followers you meet in random encounters etc.
 
Josan12 said:
a) Being able to remove the tatoo - great idea, and that alone would make me consider joining the slavers again. Ask MIB88 about it - i suspect it's very easy to script. I would suggest -1 CH is sufficient penalty.

b) I really do think it would be awesome if you could effectively 'recruit' tirbals on slave runs to become temporary NPC followers...

Both of these are very easy to do.

Dude101 and I were talking a long time ago about the tattoo removal. He too suggested a -1 penalty. I told him then that I didn't like it only because it seemed too minor of a penalty. I mean, to be as bad as you want to be as a slaver for only 1 point of charisma didn't sit well with me... especially if the player's charisma score was an odd number already, meaning that it wouldn't even affect the number of party NPCs afterward. I suggested at least -2.

Regarding the possible slaves, it could easily be scripted that they join you and never check the player character's charisma score. Adding a maximum number of slaves allowed is also quite easy. Actual party NPC scripts (for Cassidy, Vic, etc.) would need to be modified somewhat, though, in order to still have them join you regardless of the number of slaves in your party. That might take a little scripting to have them ignore the slave count, but I'm sure it can be done.
 
- I've downloaded about 6-7 (v 1.7a)
Sorry, it's my fault, i should have warned you that they made a lot of new version in the past ten years...
I fact, you only need the c_nt.zip that you can get from the archive i think...

As for writing dialogues, that's something I can do gladly. For example, this is how I see the dialogue with the slave caravan driver:
I reaaaly like it! prepare yourself to write many more!

To give you a basic example of scripting, here is what I have done for the tatoo removal:

in the procedure Node001 (the first thing a npc says when he sees you i think) i added this

if( global_var(GVAR_REPUTATION_SLAVER) == 1 ) then
NOption(400, Node036, 004);

GVAR_REPUTATION_SLAVER) == 1 is the thingie that tell that you are a slaver I think, thats what you get when Metzger make a slaver of you. Before being a slaver, this variable was at 0, and we are going to make it at 0.
(If we want to make a scar, maybe we could set it at 2. I don't know if it is supported...)

NOption 400 add the dialogue line 400. here it is "I want a tatoo removal" or something.
If you click on this line, you are send to the Node 036.
Which is a new node that I made by copy pasting the toe removal procedure:

procedure Node036 begin
Reply(401);

NOption(402, Node037, 004);
NOption(403, Node014, 004);
NOption(404, Node999, 004);
end

Reply 401 is the dialogue line of the doctor
"So what? You can't look at yourself in the mirrors anymore? I could do it, but it will cost you..."

You have 3 choices of answer,
402}{}{I don't care. I want it off. NOW!}
{403}{}{Never mind then. I had some other questions...}
{404}{}{Forget it, then. Maybe I'll be back.}

Node037 make you go one with the tatoo removal option
Node014 take you back to the questions
Node999 close the window (always)

Here is the rest if you are curious:
procedure Node037 begin
Reply(330);

if( item_caps_total(dude_obj) >= 4000 ) then
NOption(406, Node037a, 004);
if( (item_caps_total(dude_obj) >= 3000) and ( (dude_charisma > 5) or ( has_skill(dude_obj, SKILL_BARTER) >= 75 ) ) ) then
NOption(407, Node034b, 004);
NOption(408, Node014, 004);
if( item_caps_total(dude_obj) >= 4000 ) then
NOption(409, Node999, 004);
else
NOption(410, Node999, 004);
end

procedure Node037a begin
// remove tatoo
item_caps_adjust( dude_obj, -4000 );

call Node038;
end

procedure Node037b begin
// remove tatoo
Barter_Succeeds := 1;
item_caps_adjust( dude_obj, -3000 );

call Node038;
end

procedure Node038 begin
variable toe;

if( Barter_Succeeds == 1 ) then begin
Barter_Succeeds := 0;
NMessage( mstr(336) + " " + mstr(337) );
end
else
NMessage(337);

gfade_out(600);
// Remove tatoo
if( map_var(MVAR_Auto_Doc_Fixed) == 0 ) then begin

set_global_var(GVAR_REPUTATION_SLAVER, 0);

end
else begin
PERK_autodoc_hp_neg1_perk, 1 );
display_msg( mstr(345) );
set_global_var(GVAR_REPUTATION_SLAVER, 0);
end


Reply(411);

NOption(340, Node014, 004);
end

and the corresponding dialogues lines
{405}{}{Hmmmmm. For you, it will be four thousand. and we'll call it a deal. I'm not authorized to perform chirugical operation with the Auto-Doc, and you are a bastard anyway.}
{406}{}{What? Fine. You get your four thousand. Now get the damn thing off.}
{407}{}{That's a little steep. How about $3000?}
{408}{}{Never mind then. I had some other questions...}
{409}{}{Forget it, then. Maybe I'll be back.}
{410}{}{Forget it. I don't have that kind of cash right now. I may be back.}
{411}{}{I removed your tatoo.Now you are as ugly as you were before.}



As i said. I really didn't made anything complicated. it' s plainly the copypaste of the toe removal, with some tiny little change.
Curiously, I couldn't find the line of charisma penalty that was supposed to be there in the phoenix implant, I supposed it is something that MIB or killap fixed in a more recent file, right?
I made something similar with the caravan drivers, i am gonna upload the scripts and dialogue soon.


Regarding the possible slaves, it could easily be scripted that they join you and never check the player character's charisma score. Adding a maximum number of slaves allowed is also quite easy. Actual party NPC scripts (for Cassidy, Vic, etc.) would need to be modified somewhat, though, in order to still have them join you regardless of the number of slaves in your party. That might take a little scripting to have them ignore the slave count, but I'm sure it can be done.

I was thinking that you could buy the equivalent of sulik and Cassidy, since they wouldn't follow a slaver anyway... They would leave you and go somewhere if you become one. Vic is sort of already your slave anyway... Copy pasting their script with a new name/ new dialogue shouldn't be that hard.
But we would need a reason for them not to stab you in the back (their families as hostage or a collar that explose when you die...)


I think if we could make that work, we could go on with the writing of other quests. But I am not going to touch the Metzger script until the next version of RP, to avoid compability problem.
 
Grayswandir said:
...Curiously, I couldn't find the line of charisma penalty that was supposed to be there in the phoenix implant, I supposed it is something that MIB or killap fixed in a more recent file, right?...

Not to worry. You may have just overlooked it. Skills, perks, and stats can all be modified with one line of code.
 
I've added the design docs for the Slavers in the first post (I'll do Rangers and Slavers separately), though they are far from complete. I'll try to write something on the quests sometime soon, though I can't give an ETA.

Read it and give me some feedback on what needs elaboration.
 
Ok, here are the script files for the slave drivers and M. Andy (vc doc)
http://rapidshare.com/files/182549593/slaver.zip.html
8 scripts and dialogues files. You need to compile the ssl files in the "fini" file into .int files.

The files SLVNC1, SLVNR1, SLVVC1 correspond to the caravan Masters. They have to be set on critters on the DEN2 map.
The SLVNC2, have to be set on a critter at the entrance of NCR
The SLVNR2, have to be set on a critter at the entrance of New Reno
etc etc.
The slvtm correspond to the Master Trader. also to be put in the Den2 map. he wont move. You can change his name to vincent if you want.
And the VCANDY script. just compile it and put it in the script files should suffice.

The script aren't complete yet, (ho and I haven't add your dialogue lines yet) but I would prefer to test how it works now, before changing some of the Redding Variable.
Can you send me back the .int files when you finished them?
Thanks in advance.

About the Design doc, i read it very quickly, i just have a few things to say:
Work on the leather armor .frm is too much trouble. Unless you meant only the inventar frame.
I really like the perks you gave.
But i disagree with the copy/past of the Slavehunt for the NCR rangers. i honestly can't see the NCR ranger "hunting" slaver...Slave hunt and Ranger patrol should work differently. With long boring patrol, few action, not good pay... + in the north, the rangers are at their disadventage...
But overall, i mostly agree with everything
 
Alright, I'll se about assigning those scripts. But some questions first:

1.Can't the scripts be added to another floor of the slavers guild I am currently trying to make? Or will I have to change the script?

2.The NPCs to be set by the entrances of the destination towns can be placed precisly in a specific point or can I put them somewhere in the vicinity?

Regarding the armor - if the leather one is too much of a hassle, how about the Leather Jacket? Is it more moddable? If not, we can settle for a Leather Armor with beefed stats. Or a permament +1 to AC? This could come from a perk.

And you misunderstood the copy\past idea - I was talking about the *Slavers* in NCR. Right now they only serve as cannon fodder for the quest for joining Rangers, so I guess we could add at least these basic quest for them.
 
1.Can't the scripts be added to another floor of the slavers guild I am currently trying to make? Or will I have to change the script?
Mmm, if it is just another elevation of the map, it should be ok, i think...

2.The NPCs to be set by the entrances of the destination towns can be placed precisly in a specific point or can I put them somewhere in the vicinity
?

Anywhere is ok. In fact, you can just choose a "tought guard"model, and assign the script to him, no need to create a new type of npc.

And you misunderstood the copy\past idea - I was talking about the *Slavers* in NCR. Right now they only serve as cannon fodder for the quest for joining Rangers, so I guess we could add at least these basic quest for them.
Ho! Ok, my bad. i will look into that then...

Regarding the armor - if the leather one is too much of a hassle, how about the Leather Jacket?
Nah, both leather jacket and armor are hard to modify. The more I differ from the original, the less quality i get...
here is one example :
http://img47.imageshack.us/img47/765/lthrblackwv6.gif
I succeed in doing one acceptable brown/green leather armor, but I want too keep it for the Mk2 of my "appearance mod."
 
So, which armor is good for modding? I'd prefer a low-end one, Metal Armor at best.

I checked the scripts and there are still some things missing, like you said. I'll try to figure out what to write there, but it'll take me some time. For example, in SLVNR1 there is an undefined command GVAR_SAUL_STATUS, which doesn't allow me to compile the scritp. I checked other scripts for caravans and I can't seem to find a definition for it. I'll keep looking.

Also, in VCANDY I got "Error! Expected ';'.
I figured there's somewhere : instead of ; or something like that.

I'm not making much progress right now, because exams are drawing near and I need to study. Be patient, please.
 
Code:
So, which armor is good for modding? I'd prefer a low-end one, Metal Armor at best.
In fact, only the jumpsuits and robes are easy to recolor.
For the metal armor, that's one of my best at the time :

I also give you the link so you can try it in the game.
http://rapidshare.com/files/182905800/MK2_metal_armor_brown.zip.html
So you can see if it fit the slavers to have it.

I checked the scripts and there are still some things missing, like you said. I'll try to figure out what to write there, but it'll take me some time. For example, in SLVNR1 there is an undefined command GVAR_SAUL_STATUS, which doesn't allow me to compile the scritp.
i found the bug ! And I also founded a way to test the scripts in the game by using old scripts! (i can't use new ones but I can copy past on the old one, ACKLINT for example).
So thats good, next time i send you a file, it won't be warm out of the oven...

For the record, when we create a new variable, like GVAR_SAUL_STATUS, we have to reference it in the HEADER files ( i think it was in globvar or something. (write it in the file and give it a number...)

Code:
Also, in VCANDY I got "Error! Expected ';'. 
I figured there's somewhere : instead of ; or something like that.
Arg! Seems i forgot a ; somewhere !

I'm not making much progress right now, because exams are drawing near and I need to study. Be patient, please
.

Don't worry about that, we have ten years before us... :D
 
So, will you work on the scripts or am I suppose to try to do something with them? I can try, but I can't gurantee it'll be a success 8-)

Anyway, there's no file like globvar in the Header files, only global.h - is this the one you meant?

As for the metal armor, the one you posted is good enough - it's about making a slaver-player look a little diffrent.

Again, thanks for your help, though the work isn't finished yet :wink: We need to set some priorities - first, the slave runs. When this'll get done, we can post it as a beta of the mod. After this'll get done, we can get toadding more quests.

In the meantime I'll check out how one can modify\add perks.

*EDIT* I have begun making a new map for the Slaver's Main HQ, in an underground military base. I'll come up with a nice backstory for it, too.
 
Ok, I curse the moment I said that making new caravan routes would be an easy matter... 4 differents scripts + h.files to changes, one with 6000 lines, one error being fatal... A lots of variable that are totally useless...

I am still fighting with the script, I manage to have the traders send you in a trip, and as long as there is no encounters, there is no problem. But if there is one, you can see that everything is wrong, it still use the default caravan instead of the custom one i created, and on the way back he want to throw me in the sea...

I will give it a last try tomorow, but if it wont work, maybe i will do a custom script with 2 definites rangers attack.
 
Alright! Good to know you're still with me, 'cause I wouldn't make much progress without your help :P These caravans are vital to the mod, so keep up the good work.

As for me, I've taken the role of creating the maps. I'll do all the custom locations and hopefully dialogues for the new NPCs. I still need to figure out the perks, though, and adding dialogues.
 
If you can't get them to work like the caravans, there is another alternative. The encounters can be added to the encounter tables quite easily. Inside the encounter tables you can set the critters, the scripts and weapons the critters use, the maps, what levels the encounters occur at, any required global variables, and approximately where on the worldmap the encounters may occur. The percentage could be set very high to make sure the encounters occur. The only problem is that it would be up to the player to go along the caravan route... it would not be automatic.
 
I think I can get it work, somewhat...
If it absolutely insist on using the default procedure instead of mine, well I am going to paste my procedure on the default...

Basicly, instead of 3 different procedures (create team/create encounter/ create destination)and 3 variable, I put everything in the same bloc with custom variable, I shake a little, and I can get something...
It's far more crude than the original, but the caravan masters travels with you and there are enemy encounters (but no friendly :shock: ).
I still have to make each caravan arrive within the days the caravan master is present on the destination map, or you don't get paid
+ transforming the brahmins into slave
+ fixing the way back to the den
+ no slaves on the way back.

Did it happen with the redding caravans, to arrive on a map and that the caravan master wasn't there?
I wonder if there is a script to make it appear...

Well, I still have some work to do...
 
Ugh, making a more complex map with the F2 Mapper is a pain in the ass :evil: Anyone found a way to sort up the objects, so I don't have to look 20 minutes for the corner I want?

BTW I am currently close to finish the first level of the Unknown Vault. I thought it to be a Vault, whose number was lost in the sands of time, but some records were recovered by the Slavers that took it over recently before the start of F2.

Overall, the idea of the Vault was to train officers, loyal to the USA (and therefore the Enclave), which were to be recovered after the War and incorporated into the Enclave. Military training and discipline was on daily basis. Unfortunatly for the Vault Dwellers there, Master found it's location and conquered it, resulting in either death or dipping of it's inhabitants. I think I'll make it the Vault the Lieutenant is from, as I haven't found any background on him (whether he was from a Vault or not, though this kind of childhood suits him). Guess I'll just PM Ausir sometime about it.

As for the design, I am planning to do it diffrently than the Vaults in game, more like the BoS bunker - big storage room, gym, sparring room etc. and also - the starting level would be the lowest one, the following ones going up the mountain it was built in. I want to make it bigger, though I don't know if I'll have the patience to endure the torments of the F2 Mapper.
 
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