[F2 Modding Tool] The Armorizer!

Discussion in 'Fallout General Modding' started by Magnus, Jun 30, 2015.

  1. Magnus

    Magnus Water Chip? Been There, Done That
    Modder

    953
    Dec 6, 2007
    Are you tired of having to edit hundreds of critters every time you want to mod armors?
    Do you feel exhausted, perhaps even depressed at the thought of how much work that is?
    Wouldn't you just love to let a machine do it, so you can concentrate on more meaningful work?

    Well, look no further - the Armorizer is here to save your day!


    Download link: http://www.mediafire.com/download/cg7msovyb22h13c/Armorizer_v1.2a.zip


    When you first start it up, the Armorizer will look for armor proto files in its Armors\Default folder. I've put all the armor proto files from unmodded Fallout 2 in there, for your convenience.

    It will then look for the same files in Armors\Modded, and load them. I've put copies of the ones in Armors\Default there, you should replace them with your own modded armor files.

    Finally, the Armorizer will load all the critter proto files in Critters\Default. There aren't any there when you download the program, so extract your critter protos there as needed.


    The Armorizer will then give you three options:

    1: Automatically update all critter protos whose armor matches a wearable armor.
    This will let you process vast amounts of critters quickly, but might backfire for certain critters.
    For example, giving EMP weakness to Power Armors means Deathclaws with Power Armor stats will also be affected if you select this option.

    2: Same as 1, but only for humans and ghouls
    This is a far safer option, but a bit slower since you'll need to edit non-human critters manually.

    3: Manually edit every critter
    The safest option, which gives you full control over what happens to every critter file.

    If you selected 1 or 2, the program will then begin processing the critters. If a critter has the exact same armor values as one of the wearable armors in Armors\Default, the program will find the corresponding armor in Armors\Modded, apply it to the critter, and save it in Critters\Modded.

    If a critter is of the kill type Robots, and its armor values are only different from one of the wearable armors by EMP resistances, then the Armorizer will consider that critter a robot. It will give it the armor values from the modded version of that armor, but will leave the EMP resistances alone, and will then save it as normal.


    When the program is done auto-modifying the critters, it will let you edit the remaining critters manually.

    For each critter, it will display the critter's current armor values, and will try to guess which wearable armor is closest to it. It will then propose to give it the values of your modded version of that armor, which will be shown below the critter values. If the critter appears invulnerable or there are no likely armor matches, it will propose the critter's current armor values.

    At this point you can do several things, listed below. All these options can be used as many times as you like, until you select Save.

    1: Ignore/Apply AC
    Standard is Apply.
    If ignored, the AC of the critter will not be changed.
    Useful for critters that only differ from a default armor by AC, such as Lynette and Myron.

    2: Ignore/Apply EMP
    Standard is Apply. If the Armorizer guesses that the critter might be a robot, ghost or hologram, this will be set to Ignore.
    If ignored, the EMP resistances of the critter will not be changed.
    Useful for robots, ghosts and holograms.

    3: Propose a different armor
    Lets you propose the values of a different armor, from a list of all the wearable ones.

    4: Edit proposed values
    Lets you edit the proposed values, by inputting a comma-separated line of values you want to change.
    The format is [(damagetype):{dr}{:dt},(...)].
    Inputting "?" will show the following:
    laser:10:5 -> sets Laser DR to 10 and laser DT to 5.
    laser:10 -> sets Laser DR to 10.
    laser::5 -> sets Laser DT to 5.
    laser:10:5,normal::3 -> sets Laser DR to 10, Laser DT to 5, and Normal DT to 3.

    5: Use critter values
    Sets the proposed armor values to the critters current values, so the critter will not be changed.

    6: Save critter with proposed values
    Applies the proposed armor values to the critter, saves the critter in Critters\Modded, and proceeds to the next one.


    When you save a critter, the program will remember what values you gave it.
    It will then propose to give those values to subsequent critters that have the same armor.

    When all the critters have been saved, the program will exit.


    Below are a couple of screenshots of how it looks when you edit a critter manually. The modded armor values are from F2WR.







    Caveats:

    The Armorizer gets the critter names and kill types from the proto_crit and proto.msg files in its folder. The ones that are there when you download the program are from the unmodded game, you must supply it the ones from your current Fallout 2 installation if you have mods installed, or the names and kill types will be listed as Unknown.

    You can't use the Armorizer with new armors that you've added to the game. And you can't add or remove files in the Armors\Default or Armor\Modded folders, only replace them.

    Don't try to input weird values in the menus, you will likely crash the program and/or fuck up the files.

    Make sure the critter proto files are the right size. A few of the ones from the RP aren't.
     
    Last edited: Jul 3, 2015
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  2. phobos2077

    phobos2077 Mildly Dipped
    Modder

    596
    Apr 24, 2010
    Nice tool! Though I used a simple patching program and a batch script to just apply armor values from armor proto to each corresponding critter proto (I identified all of them manually by browsing through all critters and put those as commands in bat file). There were some critters that had exactly the same values as some armor, but in fact they had nothing to do with it (like monsters, etc.), so I think manual mapping is safer.
    Then I just use Cubik's critter editor to fine tune the values if I need.

    You can find a link in my signature if you're interested.
     
  3. Magnus

    Magnus Water Chip? Been There, Done That
    Modder

    953
    Dec 6, 2007
    This is a good point. I updated the readme and link to a new version. Now you can select whether to do a full auto-update, or to only auto-update humans, or to manually edit every file!
     
  4. Drobovik

    Drobovik Vault Archivarius Modder

    417
    Jun 20, 2011
    @Magnus, sounds great, if you can fix the link;)
     
    Last edited by a moderator: Jan 9, 2016
  5. Magnus

    Magnus Water Chip? Been There, Done That
    Modder

    953
    Dec 6, 2007
    Sigh... Fucking Microsoft.
    Link fixed.

    EDIT: FUCKING MICROSOFT!!!

    Does anyone know of a file sharing site that doesn't suck balls?
     
  6. Felipefpl

    Felipefpl Look, Ma! Two Heads!

    374
    Jun 17, 2010
    the same ones we suggested to sduibek for his mods and that he is using now. ;)
     
  7. Drobovik

    Drobovik Vault Archivarius Modder

    417
    Jun 20, 2011
    @Magnus

    Still no go with the link. Copy-pasting actual link into browser didn't help. How about mediafire.com. Always worked for me. Plus you would be able to see how many people downloaded your tool. Really cool. And links don't expire.
     
  8. Magnus

    Magnus Water Chip? Been There, Done That
    Modder

    953
    Dec 6, 2007
    I used Mediafire for the new version of F2WR, it seems to work. I'll reupload this tomorrow (after I fix a couple of bugs that I found).

    EDIT:
    Now it should be up and running! Updated the link and usage instructions.


    Changes in v1.2 (first public version):

    If a critter matches a default armor perfectly it will now show that armor's type on the "Critter Armor" line.

    The program now remembers what changes you make to a critter, and will propose those changes for subsequent critters that have the same armor.

    New syntax for editing values: [(damagetype):{dr}{:dt},(...)].
    Inputting "?" will show the following help text:
    laser:10:5 -> sets Laser DR to 10 and Laser DT to 5.
    laser:10 -> sets Laser DR to 10.
    laser::5 -> sets Laser DT to 5.
    laser:10:5,normal::3 -> sets Laser DR to 10, Laser DT to 5, and Normal DT to 3.
    ac:10 -> sets Armor Class to 10.

    When manually editing a critter that the program guesses is a robot, ghost or hologram, EMP resistances will be ignored by default.

    Option 2 at the main prompt now includes Ghouls.

    Fixed manually editing AC or EMP not working unless Armor type was Custom. Now it always works.

    Fixed damage type "Explosion" shown as "Explode", trying to edit "explode" stats would have no effect. Input now recognizes "explode" instead of "explosion".

    Input now recognizes "electric" instead of "electrical", the table now shows "electric".
     
    Last edited: Jul 2, 2015
  9. Magnus

    Magnus Water Chip? Been There, Done That
    Modder

    953
    Dec 6, 2007
    And I found another bug, changed the link to point to a fixed version:

    Changes in v1.2a:

    The armor selection list now includes "Unarmored" (which gives 0 resistances and 500 EMP DR) instead of "Custom" (which crashes the program).