Fallout Tactics mod Hi there I'm new. Help a new person out.

Discussion in 'Fallout Tactics Modding' started by Vaultloner, Jul 14, 2020.

  1. Vaultloner

    Vaultloner First time out of the vault

    3
    Jul 12, 2020
    Hi there world of fallout tactics modding community. I'm new. I've already got everything extracted like told and I have the tiles all alined. I've tried installing mods using the mod manager yet I've had problems playing these mods. So here is a list of questions that I have.
    1. How do I turn around enities when placing them on the map so they face a certain direction?
    2. I know alot of files have been lost to time due to websites going down.
    3.Any advice for a new comer that wants to make a campaign. I really want to be able to test my own maps that I make before releasing them out to you beautiful people.
     
  2. nadeauhugo

    nadeauhugo Author of FOT mod THE SUM Modder

    510
    Mar 9, 2014
    He welcome here! A real pleasure for me to see a new member joining. First, if you want to give an entity a specific orientation, you must select it using the "Entity Edit" tab. Then, in the left section, you find "animationRotation" and you set it from 0 to 7. You can go above 7, but if the char has only 8 directions, it is worthless to set it higher. Some entities has more animations, like cars, so you can set it up up to 31 I think.

    As for the campaign, one suggestion I would like to give you is to do a small trick with the triggers before testing your missions. One thing that Fallout Tactics editor does not have is a button to test the map real time when creating it. For testing, enter the starting mission and I add this trigger :

    Conditions
    Always

    Actions
    Goto Mission 'the_mission_key_of_the_mission_you_want_to_test_as_added_in_the_campaign.txt_file'

    Doing that, you will instantly teleport to the desired mission you just created to test it, and it will save you a lot of time. When you want to desable this feature, just select Never instead of Always and it will be deactivated.
     
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  3. Vaultloner

    Vaultloner First time out of the vault

    3
    Jul 12, 2020
    Thank you very much. I do have more questions. Please feel free to send examples to work off of. I work best when I can see the bones of a mod.
    1. Is it possible to make the ability to join a faction? I have the idea of either joining a raider type faction vs Brotherhood of Steel.
    2.Is it possible to do an open world in the style of fallout 1 and 2?
    3.How would I export this mod if it were created? I know you work on the SUM which I will play at some point of time.
    4. Where can I find a tiles for the campagin map? You know like the main map for the game.
     
    Last edited: Jul 14, 2020
  4. nadeauhugo

    nadeauhugo Author of FOT mod THE SUM Modder

    510
    Mar 9, 2014
    Yeah ask anything you need. I'll try to catch your questions in time and help you out. I worked on The Sum for so long I can safely say that I know things about almost all aspect of modding Tactics.

    1. Totally feasible and easy. Best way is to add a Campaign variable (a variable that can be accessed from any location at any time) the moment your character has joined a faction by setting it to true or whatever you need. Example :

    Code:
    Conditions
    Speech Event Brotherhood_recruiter Occured
    
    Actions
    Set campaign variable 'Brotherhood' to 'yes'
    
    Then you simply need to verify the variable to act accordingly, doing something similar to this :

    Code:
    Conditions
    If campaign variable 'Brotherhood' is 'true'
    
    Actions
    Set Click Speech for unit 'Brotherhood_member' to 'Salutation'
    Set Random Speech for unit 'Brotherhood_member' to 'Salutation_over'
    2. Yess. Very easy to.

    a. You first create a worldmap using Game Editor (see point 4)
    b. In campaign.txt, you add a bunch of missions with the "uncovered" tag to them
    c. You import the missions on the worldmap using either Tool - Import data or Tool - Import Core
    d. You place all these maps on the worldmap at the right place you want them using Core Tab.
    e. When in a mission map, you use this code to bring the character to explore the map the way he.she want it :

    Code:
    Conditions
    Human has all alive at exid grids
    
    Actions
    End Mission (World Map)
    3. To export a mod, you need to have all your files (missions, your .cam file, sprites, etc.) in folders that exactly match the ones you used when creating the mod. If your files REPLACE existing vanilla game files, you need to have them be named exactly like the original ones and within the exact same folder names and folder structure. You then upload your whole mod to let's say ModDB, then after downloading, they are placed in a folder next to "core" folder. The mod is then launched this way using a Windows shortcut :

    Code:
    Target
    "C:\GOG Games\Fallout Tactics\BOS.exe" -path mods/xkcons
    
    Start in
    "C:\GOG Games\Fallout Tactics\"
    
    As you can see, I created the folder "mods" next to "core", and started adding a bunch of mods inside "mods" folder. It includes the mod by Xkcons in "Xkcons" folder. When I use the shortcut, the game not only launch Tactics, but it search for any existing file replacements for the vanilla one inside "Xkcons" folder and replace them.

    Let's say you have a mod that only replace the ripper sprite for another one, you will find this in the folders :

    Code:
    Fallout Tactics/core/sprites/weapons/Blades/Ripper.spr
    
    Fallout Tactics/mods/yourmod/sprites/weapons/Blades/Ripper.spr
    4. I don't know where you can find a satellite map for your mod, but it can by any .png image. When you want to import it, you use two files. One named "map.png", and one named "map_move.png" IN THE SAME FOLDER. The map_move.png file is in fact black and white, the exact same pixel size as map.png and serves only to determine the movement rates on the worldmap. If you set anything to pure black, the player will not be able to move in that area, period. In Vanilla Tactics, this can be experimented by trying to travel above lakes. The game will not permit it. Dark grey will be very slow to travel across, white will be very quick.

    I attached an example of what the .png worldmaps look like.

    Then, you import the image using Game editor. Tools - Import Image. You then choose the size of the squares for the map. The squares will be added automatically. Default square in vanilla Tactics is 75.
     

    Attached Files:

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  5. Vaultloner

    Vaultloner First time out of the vault

    3
    Jul 12, 2020
    Thanks man.
    1.I've been using a multiplayer map high new noon as my first map. I think everyone uses that map. Now I've renamed the map to be dusttown.mis. Will it be able to read that correctly?
    I know these are all very noob like questions but I'm trying to set myself up on the right path for future makings.
     
    Last edited: Jul 16, 2020
  6. nadeauhugo

    nadeauhugo Author of FOT mod THE SUM Modder

    510
    Mar 9, 2014
    It will, no worries about that. It will look like this in your campaign.txt.

    Code:
    cores = {
           "missions/dusttown.mis;dusttown;20;uncovered;true",
    
    }
    There are not much differences between multiplayer and single player maps. But be careful about the spawning points, they will be for multiplayer only, meaning your character might not appear if it comes from the worldmap. I suggest you remove all spawning points and add a "generic spawning point" somewhere. You'll be good. You can even add a "revisit spawning point", the one in green, to set up a location to respawn after a first visit.