critter.lst FRMs question - SOLVED

Discussion in 'Fallout General Modding' started by Zorchar, May 23, 2020.

  1. Zorchar

    Zorchar Look, Ma! Two Heads!

    322
    Jun 18, 2018
    Hi guys.

    in art\critter.lst the list looks like this
    What are the numbers after the FRM name? and why somtimes there's a "1" after? I know it has something to do with FRM choice in-game. I added megamod's super mutant FRM to the list to be "maarde,21", like the other super mutants, and the game switches between hit and miss animations. if i change it to "maarde,187" it dosent display any animation while being hit, but still switches the "hit" animation.
     
  2. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Not 100% sure what the first number is, but I think it has something to do with the aiming screen. Don't know where it takes the data from, though. 11 are humanoids.
    1 means the critter can run.
     
    • [Rad] [Rad] x 1
  3. Zorchar

    Zorchar Look, Ma! Two Heads!

    322
    Jun 18, 2018
    Thanks.

    Do u happen to know how to switch between "being hit" animation and "evaded" animation? I tried locating the "evaded" animation in the art folder, but couldn't find it. Only found the "being hit" animation(s).
     
  4. Darek

    Darek is currently unavailable

    Jan 7, 2008
    The first number is just the number of the rows in critter list file. As in first row is 0, second row is 1, third is 2 etc.
    But if the critter doesn't have a *NA.FRM you can write a row number for a different critter, and it will take the aiming screen picture from there. hmjmpsna.fra that all human critters use is on row 11 for example.
     
  5. Zorchar

    Zorchar Look, Ma! Two Heads!

    322
    Jun 18, 2018
    Thanks @Darek.
    Do u happen to know how to switch between "evade" and "hit" animations? Let's say in metzger's FRM's?
     
  6. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Rewrite the animation names? What you want to do will not work this way, though.
     
  7. Zorchar

    Zorchar Look, Ma! Two Heads!

    322
    Jun 18, 2018
    Which animation names exactly? I can't find the "evade" animations.
    Can u explain why wouldn't it work?
     
  8. Darek

    Darek is currently unavailable

    Jan 7, 2008
    Wouldn't it be better to find out why the animations get switched? Or are they simply misnamed?
    According to this link the dodge frames are *AN.
     
  9. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
  10. Zorchar

    Zorchar Look, Ma! Two Heads!

    322
    Jun 18, 2018
    Thanks!!! That is exactly what I wanted. This was indeed the problem btw, AN instead of AO and vice versa. Thank u very much
     
  11. burn

    burn A Smooth-Skin
    Modder

    645
    Apr 22, 2012
    Sorry, could you clarify - which file is it exactly? And did you mean to say "index" instead of "number"?
     
  12. Mr.Stalin

    Mr.Stalin Mildly Dipped

    529
    Oct 29, 2015
    не знаю что он там такое страшное написал, первое число это наследование, номер/индекс строки от какого криттера будет браться анимации смертей, таких как: сжигание, "огненный танец", анимации электрической смерти (если таковых нет в текущем наборе у криттера - тут не уверен, может все же переопределяется без проверок), и картинка для интерфейса прицеливания (тут точно берется без проверки есть/нет, так как ранее у меня были трудности с добавлением своего NA.frm с наследованием).
     
  13. burn

    burn A Smooth-Skin
    Modder

    645
    Apr 22, 2012
    строки какого файла
     
  14. Mr.Stalin

    Mr.Stalin Mildly Dipped

    529
    Oct 29, 2015
    этого-же (critters.lst)
     
  15. burn

    burn A Smooth-Skin
    Modder

    645
    Apr 22, 2012
    Бред какой-то. Ну вот вторая строка "hapowr,21,1". Она говорит "идем на 21 строку". Идем. Там написано "mamtn2,21". Ну и как это связано с анимацией сжигания и электрической смерти.
     
  16. Darek

    Darek is currently unavailable

    Jan 7, 2008
    The first line in critter.list is "reserv". that line is considered 0 not 1. So line 21 is "mamtnt,21" and not "mamtn2.21".
    I don't have the game installed at the moment so I haven't checked, but "hapowr" or power armor is big so it would make perfect sense if it shares electric- and burning death animations with supermutants. If I remember correctly, you don't actually see the original critter, just a charred body or a pile of ash in those animations. So then the same animations should work for both super mutants and power armor.
     
  17. Mr.Stalin

    Mr.Stalin Mildly Dipped

    529
    Oct 29, 2015
    Life Hacking: Временно удаляешь строку "reserv" и получаешь правильную нумерацию.
     
  18. burn

    burn A Smooth-Skin
    Modder

    645
    Apr 22, 2012
    Ok, this is a mind baffling system. Why would "mamtnt" refer to itself then? But I guess that's fallout for you. Thanks for clarifying.
    I suppose the alternative would be to simply copy the corresponding animation files to the other sets.
     
    Last edited: Jun 16, 2020
  19. Mr.Stalin

    Mr.Stalin Mildly Dipped

    529
    Oct 29, 2015
    Очевидно же, что ему ненужно наследование.

    Зачем?! эти анимации одинаковы для всех.
     
  20. krzkomar

    krzkomar First time out of the vault

    1
    Nov 27, 2022
    First number is stored in the 'int anon_alias[] array', and the second one is stored in 'int artCritterFidShouldRunData[]' array. Arrays are loaded in the art_init() function.