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  1. G

    Of races and item usage / interaction...

    Turns out that neither the "core/tables/races.txt" or "core/locale/game/race.txt" were affecting the state of the FT game or editor, regardless of any changes made to them. Editing the "UniqueOther" race to use "Dog" for both the PhysicalType & TraitType yielded no results, other than keeping...
  2. G

    Of races and item usage / interaction...

    Made some progress. Using my new "Dogmeat.spr" sprite, I've created a new recruit under the "UniqueOther" race and set him loose in Brahmin Woods with an AP mine in his starting inventory. Thanks to some newly defined "StandMagichigh", "StandMagiclow" & "StandPickup" sequences, our intrepid...
  3. G

    Of races and item usage / interaction...

    Thanks, that clears things up quite a bit. With the help of JarekFall's Sprite Creator, I've been able to spend a good deal of time exploring "TribalMale.spr" and comparing it to the canine ones. You're right, it appears humanoids have multiple variations of the MagicHands animation sequence...
  4. G

    Of races and item usage / interaction...

    I've been playing around with a custom Dogmeat recruit for the original campaign (using Redux 1.3), and I've noticed a few things: - Setting the "Race Type" to "Dog" forces Dogmeat to use the "MutantDog.spr" sprite. He can disarm mines with a usage animation (scratching with his hind leg), but...
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