Fallout Tactics mod Xkcon's ultimate rip off Mod (0.895)

Discussion in 'Fallout Tactics Modding' started by xkcon, Nov 10, 2016.

  1. Skreisten

    Skreisten First time out of the vault

    2
    Dec 11, 2018
    Ok, thanks for the answer. I was afraid that I'll lose big part of the story if they'll die before someone's give me quest to kill them, but sinse it's like that then all my worries are gone :D
     
  2. RobertHouse

    RobertHouse Fallout Tactics Moderator Modder

    703
    Jun 9, 2013
    Anyone else having a problem viewing xkcons website?

    Says "ERR_NAME_NOT_RESOLVED" and says the website can't be reached - Might just be me... :/
     
  3. nadeauhugo

    nadeauhugo Author of FOT mod THE SUM Modder

    503
    Mar 9, 2014
    It happened to me too last time I checked...
     
  4. xkcon

    xkcon Transcending the Multiverse Modder

    206
    Apr 2, 2003
    Yeah, the website is down now. Sorry guys.

    But the mod is still alive, and there is new content in development. However progress is slow as it is another ambitious project. The new version will include one new major map, and a bunch of new stories and quests in existing maps (specifically Fortress City).

    There will be much more diversity and a new Faction is introduced. "AntiHu" ...

    AntiHu are anti-human activists fighting to end Human supremacy in the wasteland....

    Here's a look...

    fbos0006.jpg fbos0008.jpg fbos0009.jpg

    Of course the player will get to decide how they wish to interact...
    fbos0010.jpg

    Progress will be slow, but I will try to get it finished. In the meantime the mod is still very good to play with lots of quality content, with minimal/no bugs as of version 0.895.
     
    • [Rad] [Rad] x 2
  5. Risewild

    Risewild Venerable Relic of the Wastes
    Modder Orderite

    Jun 14, 2014
    The first screenshot has a typo on "Your a human male", it should be "You're", like in the rest of the text :ok:.
    This seems like it will be a pretty big update :grin:.
     
  6. nadeauhugo

    nadeauhugo Author of FOT mod THE SUM Modder

    503
    Mar 9, 2014
    Ah very inspiring stuff! I want to focus more on story and dialogue interactions in my next updates, I bet this mod can be a pretty good set of examples and ideas on the technical side..
     
  7. naossano

    naossano So Old I'm Losing Radiation Signs

    Oct 19, 2006
    Rpg codex will love this new faction.
     
  8. nadeauhugo

    nadeauhugo Author of FOT mod THE SUM Modder

    503
    Mar 9, 2014
    In The Sum, a kind-of-similar faction exists, but from human against human, a non-combative one that also exist in real life : VHEMT or The Voluntary Human Extinction Movement. Ha, they might have some known relations in their past with AntiHu (haha I fist wrote AntiHub) if I’m imaging a story for them.
     
  9. +Zeke+

    +Zeke+ First time out of the vault

    61
    Sep 21, 2010
    So I'm ready to give this one a try, but I'd like to throw a few questions out first.

    After using the editor in my past game and looking at the mod contents, it looks like a fresh install of the game is the right idea. I used the booster utility that splits the game into both the Appdata area and the programs area. Seems like trying to tuck the mod into that would be an unnecessary complication. Is a fresh install usually a wise idea with this mod?

    Looking at the mod contents it seems you have already opened the bos file and changed a lot of the entities. So just following a fresh game install and swapping the contents as directed I wouldn't need to do anything else if I wanted to use the editor. I had been using the booster utility to open those files for editing. So I can skip bothering with opening the bos file and using booster, right?

    I noted your prefab character files in the Special category is missing prefab1.ent and I'm assuming some of the others have been modded too. I noted in your instructions that prefabs are a better idea than building your own at start of play. Why is it better and what if you like one of the old prefabs? Can I just import an old one?

    Also, does the game start off in Brahminwood like in the past? Or do you start in a bunker and pull all your recruits first?
     
  10. xkcon

    xkcon Transcending the Multiverse Modder

    206
    Apr 2, 2003
    A fresh install seems logical, I don't know what tinkering you might've already done...

    You don't need the booster. My mod is done with just an unedited bos.exe and FT tools.exe . with my mod you need nothing other than the editor to tinker around.

    you can always recreate any prefab you liked in the character creation. Check out page 3 of this thread for more info on character creation and squad selection, the answers you seek are there.

    the games starts in a Bunker/Camp where you get your squad and equipments and possibly a vehicle.
     
  11. +Zeke+

    +Zeke+ First time out of the vault

    61
    Sep 21, 2010
    Hmmm, after a fresh install my core folder doesn't match what you have to put in there. I'm seeing locale, missions , movie, music, and user files, plus a huge wad of bos files not in a folder inside my core folder. You have campaigns, entities, gui, locale, sounds, sprites, tables, and tiles instead. Do I remove everything that was in my core folder and replace it with your stuff? You don't use the missions, movie, music, or user files? Your readme could use a bit of fine tuning to spell it all out.
     
  12. xkcon

    xkcon Transcending the Multiverse Modder

    206
    Apr 2, 2003
    after you fresh install, I believe you have to unpack the .bos files. inside these .bos files are the entities, tiles, sprites, etc.... It's been so long since I did this (more than 10 years) that I can't really remember how to do it. I think you can just use an unzip program. after you unpack you should see the folders in question. then simply replace the old folders with my mod's folders and restart.
     
  13. +Zeke+

    +Zeke+ First time out of the vault

    61
    Sep 21, 2010
    That was why I asked in my other post about it. My 7zip won't open them. That's why I used the booster utility, but that moves a huge chunk of material over to Appdata, which is unlikely to play well with any mods. Old online instructions are a zoo of unclear and conflicting directives that incorporate Winzip - a tool that costs $30. I've mentioned in other threads that old pinned threads in this mod board are out of date and use broken links. Most recommend some crazy idea of creating multiple paths and shortcuts designed to segregate the original files like they are holy because they can't be reinstalled ever again. Here is the old standard instructions: https://falloutmods.fandom.com/wiki/Extracting_Tiles,_Entities,_etc.

    That link is just overdone and confusing.

    Basically I'm dead in the water here. I'm not buying Winzip. I'm not going to install the "free" hostage creating trialware either. The only way I know how to unpack the .bos files is with a utility (booster) that is going to put those files in multiple places on the drive and won't play nice with a mod.

    This is why I suggested a redo of the mod instructions. I'm happy to try your mod but I need a clear, concise, and free way to install it. Don't assume the user has unpacked these ancient and weird .bos compressed files.

    But maybe they don't have to if you have added them uncompressed for them in your mod. Perhaps all that is required is to trash certain .bos files and insert your folders.
     
  14. naossano

    naossano So Old I'm Losing Radiation Signs

    Oct 19, 2006
    Can't tell about Tactics since it has been a while since i've last played mods on it.
    But for fallout 2, there are a couple of benefits in having mods in subfolders :
    - You only install the main game one time.
    - The mods don't interact with each other nor change anything on the main game. No conflicts.
    - You save up some data space, as some files are called from the main game and you don't have to make one copy for each mod. (think about laptops, old computers or people that fill their hardrive quickly)
    - It is very easy to set up, when you use relative folder paths, instead of absolute paths.
     
  15. +Zeke+

    +Zeke+ First time out of the vault

    61
    Sep 21, 2010
    And that's not how Tactics was built. They had different developers and completely different game architecture.

    F1 and F2 were rpgs and FT was an isometric combat sim. Different styles of game engine and architecture.
     
  16. xkcon

    xkcon Transcending the Multiverse Modder

    206
    Apr 2, 2003
    Ok so you say 7zip doesn't read .bos files and gives error? It used to work...

    edit: 7zip is working for me...

    I think you can get a demo/trial version of winzip for free? no? I don\t know anymore...

    Try this, first make a copy off your 'core' and rename 'coreoriginal' and never touch it again. Do all your experimenting in the copy folder named 'core' that way you see all the results just by starting the game normally...

    Just try dumping my files into your core directory and then start the game, see if you get my title page or not when you start...

    heres a link to FOT editor tutorials by JJ86

    http://jj86tutorials.stgfc.com/more_tutorials.htm#1
     
    Last edited: Jan 31, 2019
  17. naossano

    naossano So Old I'm Losing Radiation Signs

    Oct 19, 2006
    I know how they play out. I meant as file architecture.
     
  18. +Zeke+

    +Zeke+ First time out of the vault

    61
    Sep 21, 2010
    So yeah, I just swapped out your folders for the ones put in the basic game updated to 1.27. Got your splash screen and took one of the prefab characters to the first mission. I didn't play the entire mission but I saw it basically worked.

    I'll get around sometime and write you an updated readme.

    But I saw a fat bug right at the start. Going into a tent doesn't show the inside of a tent at all. Also, Octavias says something about about a foot locker to get new gear from. Holding the cursor I went around the camp and nothing showed up a container. Of course, nothing is visible inside the tents from the outside anyway and you can't see anything from the outside except the outline of characters. I could use some guidance on this problem. I've never seen this kind of bug before.
     
  19. xkcon

    xkcon Transcending the Multiverse Modder

    206
    Apr 2, 2003
    There is no bug, all you have to do is push F1 key and the roofs will pop away. I don't know why, but at the begining of some missions, the roofs don't pop. But like I said push F1 to center the screen on you main character.
     
  20. +Zeke+

    +Zeke+ First time out of the vault

    61
    Sep 21, 2010
    Yup, F1 worked. Read some things in the thread about flipping the switch and trading the tool set so you can get a backpack and a Humvee. Did both and I can't find anyone selling a backpack, nor get the vehicle. Mechanic just keeps talking about having to get to work on one. No vehicle in the bay from arrival to leaving with squad. Made the targets in like 7 seconds too.

    edit: well, I figured out how to get the humvee, but somehow got stuck with gold squad. I know it is supposed to be better but I wanted another for the type of squad I wanted. Had to reload and nurf my performance. Still not finding Ridgeway guy in the camp for the pack. I'm guessing Ridgeway is a place instead. Ah well, now I've got a humvee to haul stuff around instead.
     
    Last edited: Feb 2, 2019