Fallout 2 mod Party Orders add-on and NPCs Loot Bodies mod

Discussion in 'Fallout General Modding' started by pelicano, Nov 6, 2009.

  1. JaW

    JaW It Wandered In From the Wastes

    188
    Oct 1, 2006
    Thanks, pelicano :clap:
     
  2. Ravager69

    Ravager69 Sonny, I Watched the Vault Bein' Built!

    Dec 21, 2007
    Wanted to try this out for some time, but I got a question - does it work with savegames from RP 2.0d? I'd hate to have to start all over again.
     
  3. pelicano

    pelicano It Wandered In From the Wastes
    Modder

    129
    Jun 14, 2008
    Works with everything. No need to restart a game.
     
  4. Oracle

    Oracle Vault Senior Citizen

    May 19, 2003
    great work pelicano, I really love the mod! as for more ideas...I probably have some impossible ones :P

    Giving orders to the party to atack a critter whenever in combat or outside combat.

    Inside combat:
    I remember encountering a party super mutants with one carring a rocker lancher. I was hoping to kill him first but my party had other plans.
    So What I would like to see is when it's your turn that you could select a critter to kill first so your party will focus on him.

    Outside combat.
    send in your party to trigger the atack(mode) instead of doing it yourself. Nice feature for the non-combat character to avoid active battles.

    You think it's doable? I guess not, but I'm clueless on what is possible and what not. Anyways if possible would it somehow break the gameplay?
     
  5. DGT

    DGT It Wandered In From the Wastes

    148
    Apr 7, 2006
    Fixing to add this to my install and give it a whirl, but...

    I love the idea; it solves a problem I've long had with Fallout 2. Can't comment about the possibility, though.
    I kind of like the sound of that for a charismatic party leader-type character, and if it's possible it wouldn't really break the gameplay because party members aren't that powerful; a combat PC will always be more devastating than even the better party members.

    I'll have more useful input tomorrow after I've actually checked out the mod. x_X

    Edit: Lol, simultaneous post.
     
  6. Dude101

    Dude101 Vault Fossil
    Modder

    Aug 3, 2005
  7. Blackened

    Blackened I should set a cutom tite

    598
    Jun 29, 2008
    Is it true that by this option, your NPCs don't use up any action points to heal themselves? If yes, I don't think it's correct.

    Outside of combat, healing with skill should be first priority. Nobody wants his NPCs wasting stimpaks. Well, at least I don't.

    Can you expand this mode and include stuff such as choosing the target for your NPCs? And choosing their aimed attacks? Almost like controlling them.
     
  8. pelicano

    pelicano It Wandered In From the Wastes
    Modder

    129
    Jun 14, 2008
    Well, there is a sfall hook script to force NPCs to change targets. Never tried it before. I'll look at that but don't hold your breath. Certainly it would be a cool feature.


    I can't make your companions trigger combat because most (if not all) critters are scripted to react when the PC is seen.


    That's right. I can't do much about it, wish I could. At least it's only once per turn and nobody forces you to do it. Maybe I could make the PC use up 2 or 3 APs to give the healing command in combat? Not sure if that even can be done..


    To be honest, healing using skills is something I made up for NPCs. I don't really remember why I did it. It's kind of a cheat by itself, considering it's not in the game.

    I've checked the script (didn't remember) and they use:

    - A super stimpak if they are hurt by 60 hit points or more.
    - If they have 75% of HP or less, they try to use the healing skills.
    - At last, they use a stimpak, if every thing above is false.

    These settings are debatable.
     
  9. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Hey, great job with these mods! There's some very useful functionality added by them. :ok:

    While users can easily just download them from here, I might just make them an option in the RP installer.
     
  10. Oracle

    Oracle Vault Senior Citizen

    May 19, 2003
    There same one scripted event from FO1 were some assasin tried to kill Killian darkwater. Could that be of any use prehaps? Also isn't it able to clone the reaction to the PC to your followers or something like that?
    Well if you say it isn't possible, Ill trust ya :).

    Congratz on making the first page. your work deserves it!
     
  11. mobucks

    mobucks woof Orderite

    May 22, 2010
    i love this mod as for a suggestion is there a way to make them all "wait"

    even if its the regular "wait here till i come back" that would be sweet.

    man i cant believe how much better these games are 11 years after. Playing it i feel like a kid again!
     
  12. pelicano

    pelicano It Wandered In From the Wastes
    Modder

    129
    Jun 14, 2008
    Glad you love it.

    I fear I can't make them wait. That's a local variable change, which I don't have access to.

    By the way, I'm (kind of) working on a targetting system. You flip through potential targets, mark one and then your companions will try to kill it in combat mode. Still WIP but I'm positive I won't run into stopping problems (hopefully).
     
  13. mobucks

    mobucks woof Orderite

    May 22, 2010
    that sounds sweet! going to test rp2.1 compatibility.
     
  14. sydney_roo

    sydney_roo Still Mildly Glowing

    282
    Nov 24, 2008
    Confirmed. Works with RP 2.1!

    Thank you for this great mod!
     
  15. matthewfarmery

    matthewfarmery It Wandered In From the Wastes

    137
    Jun 26, 2010
    this is a nice mod, forget to install it when I first started to play RP 2.1, and will add it, and glad it works with RP as well, would be nice if this was added to the RP installer if possible, a very good addition to a great game and RP :D
     
  16. pelicano

    pelicano It Wandered In From the Wastes
    Modder

    129
    Jun 14, 2008
  17. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Good to know it works in RP 2.1. I do still plan on adding it to the extras section of the installer for the RP. While I don't plan on adding every single thing to the installer, these additions are quite good and actually make the game experience better.
     
  18. matthewfarmery

    matthewfarmery It Wandered In From the Wastes

    137
    Jun 26, 2010
    this one is sure is useful, makes having NPC a whole lot better, especially asking them to pickup stuff and other very7 useful NPC commands, so yeah would be nice if it was added, :D
     
  19. Radar E 33

    Radar E 33 First time out of the vault

    45
    May 27, 2010
    Wanted to let you guys know that there is a problem with issuing loot commands in New Reno (the Desperado). Basically, after about 5 seconds, the game will crash. This was with Fallout trilogy Fallout 2 and F2RP 2.o. e
     
  20. pelicano

    pelicano It Wandered In From the Wastes
    Modder

    129
    Jun 14, 2008
    Ugh, that's bad. Could you upload somewhere a savegame or two with the bug? Just before the crash. And what are exactly your RP installation options, etc... Have this happened to you only in that map and in that situation?

    Not sure what could be the problem. Weird pathfinding? Illegal animation?