critter proto grief

Discussion in 'Fallout General Modding' started by desolation, Oct 12, 2004.

  1. desolation

    desolation First time out of the vault

    10
    Oct 12, 2004
    I want to change some critter proto values to make the criitters more powerful (more hit points and action points), thus making the game more difficcult.

    I used a dat extractor and exctracted the contents of master.dat. Then I used the fuck (fallout utility for critter tinkering) to change the critter hit points and action points.

    This is what is driving me crazy ....

    Take the first creature in the game for example, giant ant in the temple of trials. If I increase the giant ant hit points using the critter tinkering tool, the ant appears WOUNDED already! The critter seems to be wounded by whatever number of hit points I added.

    It seems like the hit point values for critters must be stored in more than one place, since the game seems to be aware that the proto changed, yet its CURRENT hit points show the original number specified by the developers.

    What am I missing? Can anyone help me out here?

    I want to make all of the critters have more hit points and action ppints, because I've played the game so many times that its too easy for me now. Bumping up those stats would at least make for some new challenges in combat.

    Has anyone succeeded in increasing critter hit points?

    One other relatied question: what is the deal with current and extra HP, its really strange how a giant ant has 18 base hp and -12 extra hp, for a current of 6hp. And if you look at many of the others (more powerful) they tend to have (for example) 40 base and 99 extra (or even 999 extra in some cases). Why is there a hp extra in the first place?

    Thanks,
    Doug
     
  2. Ashmo

    Ashmo Half-way Through My Half-life
    Orderite

    Jul 2, 2004
    My guess would be that critters which are not randomly generated have their current HP defined in the actual map they appear on.
     
  3. desolation

    desolation First time out of the vault

    10
    Oct 12, 2004
    Ah yes, that seems to be the case ...

    If I add a new giant ant in the mapper tool, it places an ant with the increased HP and AP per my edited proto. But the existing ants don't have the changes, so they must be stored with the map somehow.

    It kinda sucks that you can edit a critter in the mapper, but there is no option for changing HP or AP.

    This means: if I want to make all the critters more powerful to make the combat more difficult, I have to delete all of them and place new ones. I wonder why they didn't include all of the options in the critter file (HP, AP, attributes, etc) in the mapper tool .
     
  4. ColJack

    ColJack Where'd That 6th Toe Come From?

    422
    May 7, 2003
    because you would then get one set of critters that all have exactly the same hp and ap throught the game
    meaning you would need to make several prototypes for each critter so that you could have some easy, medium and hard versions of each so that they wouldn't be too hard at the beginning, or too easy in the later stages of the game...

    tried adjusting the difficulty of the actual game to hard and not standard in the options??
     
  5. red

    red Still Mildly Glowing

    271
    Apr 5, 2003
    I beleive that using the "Create all map text" option and then using the "Rebuild all maps" option will update all critters appropriatly.

    This is a rather long process and, to top it off, this means you'd need to include all maps (technically all which feature the critter in the map itself (rather then in the scripts) in your MOD which would make it rather huge.

    Furthermore I haven't actually tested this theory.
     
  6. desolation

    desolation First time out of the vault

    10
    Oct 12, 2004
    Coljack wrote:

    > because you would then get one set of critters that all have exactly the same hp and ap throught the game
    meaning you would need to make several prototypes for each critter so that you could have some easy, medium and hard versions of each so that they wouldn't be too hard at the beginning, or too easy in the later stages of the game...


    Not sure I follow your logic here. There is only one proto per critter in the master.dat, and the mapper2 doesn't allow changing of HP or AP. So what are you saying, that the HP and AP are subject to some kind of randomization? I still don't really grip the base + modifier arrangement, is that for adjusting the game difficulty?

    If the mapper allowed editing of the base + mods then shouldn't it behave the same way it does but with higher HP and AP per changes to the protos in master.dat?

    BTW you ask if I tried setting the game to hard level. HAHA
    Yes, its still way to easy when you've played it too many times.

    -- Doug
     
  7. ColJack

    ColJack Where'd That 6th Toe Come From?

    422
    May 7, 2003
    i was answering the following question you posed..

    i assumed you were talking about being able to edit the hp of the proto and having it change all instances of that critter in the game..


    HP and AP are derived statistics based on the main SPECIAL skills.. which can be edited in the mapper for the proto.

    as for individual changes to the HP etc for critters on the maps, then scripts can do most of it