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  1. E

    Hubologist appearance while wearing Bridgekeeper's Robes

    I'll post in this thread to confirm if I'm doing anything. First I have to figure the basics out...
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    Mapper crash trying to edit Sentry Robot (77.pro)

    Alright, I managed to solve the problem by putting a dummy msuomig.frm file into the folder so F2wedit would read it. I can't find any trace of a msuomig.frm in the game's master.dat or anywhere for the matter, interestingly. This may be something to do with killap's unofficial patch, as I...
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    Mapper crash trying to edit Sentry Robot (77.pro)

    I don't have any files named msuomig.frm in the folder. The problem is that the editor keeps trying to call on that file to display the image, which makes no sense unless the PRO is corrupted.
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    Hubologist appearance while wearing Bridgekeeper's Robes

    I'm not sure I even fully understand what Morticia was saying, but I probably will after a few more reads.
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    Mapper crash trying to edit Sentry Robot (77.pro)

    I'm still getting the error with 1.30. This time it's in English: Can not unpack file "art/inven/msuomig.frm" from master.dat"
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    Mapper crash trying to edit Sentry Robot (77.pro)

    The error is in Polish and crashes the editor. The version I was using was 1.29, which I downloaded from NMA a few days ago. Maybe if I used 1.30 things may pan out differently.
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    Mapper crash trying to edit Sentry Robot (77.pro)

    I'm having a similar problem editing the Fire Gecko Pelt in F2wedit. That proto was added by killap's unofficial patch. The issues may be related, so I thought I'd post it here instead of making a new thread.
  8. E

    Hubologist appearance while wearing Bridgekeeper's Robes

    How exactly do I create a custom palette? I've been trying to figure this out for days, hoping that I'll stumble upon the way but I guess I'm shit out of luck. I'm going to need a step-by-step walkthrough if I'm going to get this, nothing too vague, because I'm a retard when it comes to things...
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    Fallout 2 NPC Armor Mod

    Killap, I used WinMerge to review and pinpoint the differences between the script files in your 2007 B-Team patch and the ones in your latest Unofficial Patch in order to try and update them myself. This should have a simple process, since not all the NPC scripts have been affected by the update...
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    MOD : NPC Enhancement - Miria 1.0

    Let me give this another shot. Try and bear with me as I am completely new to Fallout modding. I know Miria's party member PID is 16777380. There are a bunch of other PIDs called level_pids in the party .txt that are level_pids=16777700,16777701,16777702,16777703,16777704,16777705. Those, I...
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    MOD : NPC Enhancement - Miria 1.0

    I know you know his .pro number is 62. I know that too because it is indeed in the pro_crit.msg. What puzzles me is this part, "Reading the tutorials told me to add 16777216 to all .pro files in order to figure out the PID." It makes no sense to me. I probably need to read those tutorials. In...
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    MOD : NPC Enhancement - Miria 1.0

    How did you know his PID is 16777278?
  13. E

    Hubologist appearance while wearing Bridgekeeper's Robes

    I have no idea how to even create a new palette (hell if I know if I'm even using the correct terminology), or I'd be doing the replacements right now. I'm using Frame Animator, which has a palette color selection but no option to use the new color. Or maybe I'm looking at this all wrong.
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    MOD : NPC Enhancement - Miria 1.0

    This is all becoming very confusing. It's probably just me. My main question is, How do I find out the PID (eg. 16777216) of a .pro file?
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    MOD : NPC Enhancement - Miria 1.0

    Another dumb question: Is the PID in FUCK what comes up in the Critter ID x100 box? It's only five digits.
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    MOD : NPC Enhancement - Miria 1.0

    I meant the FUCK utility rather than jargo's script tool, by the way. It's supposed to be an NPC editor, but it wouldn't open any critter prototypes for me. I solved the problem myself. I was opening a bunch of damn art files instead of protos... Thanks, anyhow.
  17. E

    MOD : NPC Enhancement - Miria 1.0

    I've modified everything but the script files and the proto files, which I have no idea how to do. I can't get the .int files to open in Jargo's tool, neither can I figure out how to change the PIDs, which seems to be a lot more complicated than I thought it would be. EDIT: Wait a minute now...
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    MOD : NPC Enhancement - Miria 1.0

    Alright, bear with me since I know nuts about modding and may be talking out my ass. But I've been thinking, in the case that there are indeed prototype conflicts, if I could modify the PIDs and update them accordingly in the critters.lst, wouldn't that be a viable solution?
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    Hubologist appearance while wearing Bridgekeeper's Robes

    I haven't played Fallout 1 in maybe ten years, and I'm too tired to figure out the rest of this now. I'll do it when I wake up. I definitely want to give this a shot.
  20. E

    more randomized encounters?

    Ah, great, I'll just install the mapper then. I tried to do it manually by sifting through the text/dialogue folder but there were just way, way too many files.
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