Companion Mod for Fallout of Nevada

Discussion in 'Fallout General Modding' started by arroyoman, Sep 21, 2020.

  1. .Pixote.

    .Pixote. Carbon Dated and Proud
    Modder

    Sep 14, 2009
    That's an easy fix, change the settings on the wire fence to 'not shoot through' , that will stop critters shooting fighters in the arena.
     
  2. arroyoman

    arroyoman First time out of the vault

    71
    Jun 11, 2019
    Thank you so much! I figured that there should be some easy fix to this! I'll try to do this rn

    EDIT: Done and updated the mod, thanks, Pixote!
     
    Last edited: Apr 6, 2021
  3. arroyoman

    arroyoman First time out of the vault

    71
    Jun 11, 2019
    Here is the updated patch000.dat file, I used the latest FoN fixed mod. Link to Google Drive:

     
    Last edited: Apr 6, 2021
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  4. gustarballs1983

    gustarballs1983 Water Chip? Been There, Done That

    864
    Oct 28, 2009
    @arroyoman

    thanks..

    as I've said in my previous pos,. the problems related to Jasmine (or any party npc for that matter) not fightoing was combat control mode=2 & 3. however they were related to sfall-extended 4.2.9. I've already resolved that with it's maker Mr.Stalin. I'm not sure however if this fix was released publicly 4.2.9 is still the latest release on Mr.Stallin's gihub project page. and I've gotten a link to the fixed scripts for 'auto close containers' mod 'partycontrol' mod and 'sfall-mods' mod, after replacing those that came with 4.2.9 with the ones that came from the fix, everything is working as intended more or less.

    As for the patch000.dat and Raster proto files, I just wanded to know which protos that came with your mod are Raster's so that I could input them to the original patch000.dat myself.

    Because You've said that You're done with the mod, I didn't expected to get an update, however a simple 'how to DIY' could come in handy for any potential future releases of Fo:Nevada. That way ppl could do the mod adaptation themselves and wouldn't be bugging You with the need of future releases of Your mod.

    Anyways I hope You'll make a note for us, so that we all know what is the base Raster proto, in order to update any potentially future patch000.dat's that may or may not yet come.

    On a side note. I've noticed that dogmeat has barter flag set and no 'criter can't carry anything' flag set in his protos.
    This urges me even further into cheating :D as now dogmeat is using shock glove/ mega power fist combo. which makes him totally OP XD. I'm not so sure if dogmeat should be allowed to carry anything, however if so than his carry weight capacity should be revised ( like add a negative number to bonus carry weight in his protos to reduce it from the ridiculous 175lbs) something in likes of of 25 -50 lbs is more in line with what dogmed should be able to carry. giving dogmeat 175lbs stuff to carry would make not only him to collapse under the weight, but probably his spine would snap under it as well.

    On the other hand strongest humans (like Dead-Lift Strongman competition certain individuals could lift waaay over 1000kg thats like over 2203lbs so runing with 275lbs [farmers-walk competition] or even 475lbs with 10ST 3xstrong back+pack rat. Seemes a lot closer to reality than a dog of 6ST with 175 lbs on his back). 175lbs is around 79,5kg that's an avarage full grown man's weitght. I've never seen a full grown man riding on a back of an avarage dog. perhaps if it was a large dog that had like 7-8ST a child could ride on it's back let's say up to 25kg which is around 55lbs, but nothing more.
     
  5. arroyoman

    arroyoman First time out of the vault

    71
    Jun 11, 2019
    Raster's base proto is 00000495.pro (pid = 16777711) . 00000496.pro, 00000497.pro, 00000498.pro are used as he levels up.

    Jasmine uses the loser (female) proto as her base proto - 00000055.pro (pid = 16777271). This is the original proto used in Fallout of Nevada. On leveling up, she uses 00000489.pro (pid = 16777705) -> 00000494.pro (pid=16777710).

    Her base proto, along with dogmeat's base proto, are already in the patch000.dat file. Therefore there is no need to add into patch000.dat if FoN gets a future update.

    I hope that helps!

    P.S. Thanks for the suggestion on Dogmeat's carry weight limit, I'll try to nerf like like you suggested.

    UPDATE: Nerfed dogmeat's carry weight to 10 lbs. Carry weight increases to 15 lbs at Stage 5 & 6.
     
    Last edited: Apr 7, 2021
  6. gustarballs1983

    gustarballs1983 Water Chip? Been There, Done That

    864
    Oct 28, 2009
    @arroyoman
    thanks for the info.

    anyways I thought rather to nerf dogmeats abilty to carry anything at all by giving him the 'critter can't carry anything' flag set, and posibly remove the 'can barter with' flag. simply because without specific equipment dogmeat could only carry some stuff in his mouth. and giving the option to trade plus enabling him to carry stuff enables a nasty cheat:
    1.open barter window with dogmeat
    2. pass him any unarmed weapon ( brass knuckles, spiked knuckles, power fist,mickey's revenge, shock glove,amy glove, or mega power fist. and some small energy cells to go with it)
    3. enter fake combat with [control combat] mode=2 set in sfall-mods.ini, pass to dogmeat's turn, press inventory, and equip dogmeat with unarmed weapon You just gave him. close inventory, end fake combat.
    4. go fight somwhere and use dogmeat to attack with his newly equipped weapon.
    5. profit!! now dogmeat does more damage than intended.

    Yeah.. Now I know You intended party npcs to mainly be pack mules, however this trick i described above, causes unintended consequences, when dogmeat is allowed to hold stuff (in his stomach I guess). as far as i remember on his base level he had like 15AP that's like 5 atacks with mega power fist. I mean It's awsome to have such feature but, but it's kinda op.
     
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  7. gustarballs1983

    gustarballs1983 Water Chip? Been There, Done That

    864
    Oct 28, 2009
    @All
    sorry for double psting however several things have happened since my last post, and this tpoc got burried since last I've posted, so to bring ppl attention, and quite some time have passed since my previous post, I've decided to post right under my previous post.

    @arroyoman
    I've noticed that Jasmine doesn't hav the dialogue option to change the armor to metal,combat,power, only all the various leather jackets and antirad-suit. although She can equip those armors while penetrating through camuflage to get to combat options button, and clicking use best armor. It's the same case for Raster. He says He doesn't wear armor although clicking use best armor, and he's equipped. to make it all look nice and shiny I've modified a file for armor change mod, and set it to take under account various Fo:Nevada Armors, and also Companion Mod tailored animation FRM's.
    If ppl know how to use the mod, jasmine will use: ginger female leather jacket; ginger female metal armor; default female combat armor; power armor; custom environmental suit armor tailored for Jasmine; when apropriate armor is equipped. since lack of proper animation sets no ginger female leather armor for JasmineShe's bound to what is set in the file. No ghoul leathers nor metal armor for Raster when he wears them, however full body suit of combat armor, police armor, gas suit, antirad-suit and PA/Grizzly PA, look from top down as indistinguishable from humans, ergo Raster changes appearance for those armors (and can even run while appearance is changed).

    On a side note I've found a couple of bugs:
    1. dogmeat last level proto seemes fucked after the strength/carry weight trimming. He's also got 0% crit chance, "0" heal and "0" melee damage, which sometimes seemes odd, since with mods i use his mininmum damage is higher than his maximum damage :p

    2. Raster after beeing told to wait, when trying to recruit him back returns to his initial recruitment dialogue once. after that he only partially joins the party, namely his dialogue changes to let's go option any further time he's spoken to, he doesn't follow the player although changes map with the player. ( he's outline color is green while in combat, so i think game treats him as party member but his script doesn't).

    @All
    Also for anyone that seemes disappointed in how this mod handles armor appearance of followers, I'm attaching a little file, that if you know anything on sfall mechanics and have been around during the mod's development will know how to use it.
     

    Attached Files:

  8. arroyoman

    arroyoman First time out of the vault

    71
    Jun 11, 2019
    @gustarballs1983
    Thanks for pointing out the bugs, and making the NPC Armor patches!

    I intended for Jasmine to be able to wear leather jackets, metal armor, combat armor and power armor only, and I also kinda tried to disable the combat control panels by switching the sprite of the 'red button' with the sprite of a 'torn-out button' (its from Fallout 1.5 Resurrection). The thing is, it wasn't very well-implemented, since the user could still click on the 'torn-out button' and the combat panel would show up.

    Also, I can't believe I missed that Raster bug during my last playthrough! Anyways, its a simple fix, and will be quickly patched out, along with dogmeat's erratic behaviour.

    I allowed dogmeat's bartering at the beginning of the mod for shits and giggles, as it was something I always did with F12SE in my past fallout playthroughs. But it has proven to be more trouble than its worth, so I plan to just restore dogmeat's stats, and disable bartering permanently.

    Edit: Dogmeat and Raster has been patched. Download the latest update from Google drive link in the first post.

    Note: for dogmeat to work, might need to start a new game. I had to start a new game for the new protos to work...
     
    Last edited: Apr 25, 2021
  9. gustarballs1983

    gustarballs1983 Water Chip? Been There, Done That

    864
    Oct 28, 2009
    @arroyoman
    Blocking combat panel will not work by simply switching the graphics.
    I once stumbled on a thread explaining how did Resurrection team manage to achive this. Here's how:
    The Resurrection engine underwent several custom hex-edit hacks to change the button space size of 'use best armor' and 'trade' options to be exactly 1x1 pixel, and additionally engine was ordered to overlap those 1x1 pixel spaces with plain inventory space, rendering the buttons useless. last thing they did was to put a destroyed button graphics so that ppl realise that the buttons are unusable.

    Anyways I know that Jasmine is sepose to wear metal and combat armors only at later levels, however I had her on lvl 6, and still couldn't make her to wear anything beyond several versions of leather jacket animation via dialogue.
    A.K.A there was no dialogue option to give her metal armor ( although i haven't tried the base one { but You do realise there are various new metal armors in Nevada besides just only Mk1,tesla and Mk2 right?}), also no combat armor(in any version) and nor power armor (in any version) could be given via dialogue to her (Jasmine was on lvl6), If I were You I'd scrap the idea of custom dialogue for armor equipping, and let it work via the use best armor button.

    Also Custom combat control options are a mess right now. Not only they don't get saved properly after exiting the game, but raster has them totally screwed most saying "Error" or "Never" in place where this option is non existant. this causes followers to work only with Combat Control Mode=1 or Mode=2. Mode=0 and Mode=3 on the other hand will probably not work at all. thing is custom options must be specified in script in a strict precise order, if they are to work as intended, besides not sure if Nevada did not cut out certain AI behaviours from the game, since there are seposedly to be no followers intended.

    Anyways I hope You do know how to work with the little file I've attached. Anyways. Just get a standalone version of Sfall-Extended from github, unpack it somwhere and copy only one file from there called "gl_npcarmor.int" without quotes into your Nevada/data/scripts folder. Next take the file I've made and put it in Fo:Nevada's base folder, and that's it, it should work in-game, and it should work with your old saves.

    the file I've made is a standard npcarmor.ini from Sfall_extended, specifically adapted to work with Fo:Nevada and it's new custom armors, and Your Fo:Nevada Companion mod.

    EDIT:
    also the proto reistances and thresholds seem a bit off. just how come Jasmine gets any resistances and thresholds while not wearing any armors *even* on her base weaksauce level?

    anyways
    Good Luck
     
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