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Comment History
Reinar
Reinar - - 22 comments @ Fallout Tactics: Crusade

I know this is a little late, but you need to find:
1) Spare "engine" (MicroFusion Pack) - can be found later in the game while doing main quest.
2) Technical manual - can be found at any point at various locations.

Good karma+1 vote
Reinar
Reinar - - 22 comments @ Fallout Tactics: Crusade

Do you use FTSE? If yes, make sure you uncheck the "Tag name fix" setting. It sounds like a life saver, but it actually destroys the mod. I don't know of any other reason why it shouldn't work (except the before mentioned load bug).

The triggers you mention... the inventory stuff is good if you want to know if someone or something exists. The age/camouflage stuff is good if you know the entity to check or for the exist check as well. What I do in the mod is assign tag name to the main character and then check their stats - mainly charisma and strength. And then do something depending on that. There's no other way to do the stuff I did, for example limiting the number of companions (team members) based on PC's charisma or forcing the PC to say something.

Thanks for the comment. I had a patch 1.2 in the making that was addressing some of the lesser issues. At the moment, I am no longer in a mood for FT modding, but maybe I'll get to it sometime and add an ingame warning of that load bug (and encourage people to play it on tough guy).

Good karma+1 vote
Reinar
Reinar - - 22 comments @ Fallout Tactics: Crusade

Damn, I thought this guy down there was a rarity. :(
Huge amount of loot shouldn't be a problem. Did you do anything unordinary prior to that crash? Like editing the save or something like that. Could you try saving the game in world map (new save) after finishing the mission, exiting the game and reloading again? Also if you send me your corrupted save game, I will try looking into it, but there's not much I can do to properly debug it. Since you are on NMA forum as well, we can continue there if you wish.

Good karma+2 votes
Reinar
Reinar - - 22 comments @ Fallout Tactics: Crusade

Hi,
I don't have any experience with those two. I just tried BOS-Edit and I wasn't able to load a save from either of my mods. I tried loading a save from original campaign and it didn't work for saves in world map. The error says "could not find current sector file".
My bet is it looks for the files in the core folder and since the mods are in a different folder, it can't reach them. After all, it does list the current location - you are not in one when on the world map screen.

No idea what's wrong with Bosche, my bug solving intuition doesn't tell me anything.

Good karma+1 vote
Reinar
Reinar - - 22 comments @ Fallout Tactics: Crusade

Yeah, looks like it, although I have no idea how is that even possible.

The directory user/$$current$$ is filled with save data when you load a game. If you have some older save, you can load that, copy the file somewhere else, then load your current save and move that file back there. Then save again. But it will duplicate your characters. It will be like time travel, your current squad will meet the old squad in the state they've been - position, items, experience. You could probably also start a new game and copy the mission file from that, then kill the "new" PC.

I have no idea what other consequences can this "fix" have and I'd rather load the old save, but if it's just too old (or if it doesn't even exist), this may be less painful.

Good karma+1 vote
Reinar
Reinar - - 22 comments @ Fallout Tactics: Crusade

Adding new armour type in FT Improver or even working with sound files is intermediate stuff a lot of people don't know about. The basic stuff about creating a map, maybe even how to stick more maps into a campaign is something different.
Or you can try to learn it by reverse engineering Crusade campaign. Almost all of the campaigning stuff is done in the tables/Crusade.txt file, the rest in campaign editor, but that's the easy stuff. I bet you could do it yourself.

Good karma+1 vote
Reinar
Reinar - - 22 comments @ Fallout Tactics: Crusade

Yeah, this isn't the right place. Why don't you try some russian Fallout forum? I bet there are still some active FT modders that could help you with the basics.

Good karma+1 vote
Reinar
Reinar - - 22 comments @ Fallout Tactics: Crusade

doom52014 You need to create an entry in FT Improver's Improver_data (ArmourTypes I think). Then you need a character sprite associated with that armour type (located here: sprites/character/). For example Ghoul armour uses GhoulMale.spr and GhoulFemale.spr. I guess you're adding new power armor. That means the new armour type is genderless (you need to set this in the armour type definition). You will need just WBOS.spr (no male/female version). In Crusade, I made the ghoul armour look like power armour to be used by one of the companions and then created new ghoul armour type for NPCs (wearable by anyone).

Good karma+1 vote
Reinar
Reinar - - 22 comments @ Fallout Tactics: Crusade

The holodisc probably isn't the culprit. There's a bug that messes with the triggers when you load a game. The workaround is to leave the map and enter again. I found the bug 3 days before release and there's no way to fix it, it's because of how the engine works. Had I known that at least a year before, I'd probably change (dumb down) the mod significantly by scrapping all those RPG features.

Good karma+1 vote
Reinar
Reinar - - 22 comments @ Fallout Tactics: Crusade

doom52014 The only way to do that is to create a character sprite that looks like a tank. Or use some robot, there are some already done, for example this one: Nma-fallout.com

Good karma+1 vote
Reinar
Reinar - - 22 comments @ Fallout Tactics: Crusade

Hi doom52014 1) You need to create a sound file (look at example file located in Fallout Tactics/core/editor/ambientExample) and then import it in the editor (Import Sound File). You can also use my maps as examples for zone sounds (Victoria map uses a few of them).
2) Bots can't use vehicles. In CotA 2 campaign I made the AI vehicles as normal actors and moved them by trigger over several points to make it smooth. This was in first mission and in the bunker. In last mission I wanted a tank, so again I made an entity with tank bottom and on top of that a classic popping turret enemy.

Good karma+1 vote
Reinar
Reinar - - 22 comments @ Fallout Tactics: Crusade

Caine59 You can't click the dialogue options, FT engine doesn't allow that. If you want to use that line, check what stance image there is, then move your main character into that stance (crouched most often), then click the NPC again. It's mentioned in the ingame tutorial holodisc you loot from the sheriff at the beginning.

Good karma+1 vote
Reinar
Reinar - - 22 comments @ Fallout Tactics: Crusade

That's strange, I use GOG version. Anyway I am glad you worked it out.

Good karma+1 vote
Reinar
Reinar - - 22 comments @ Fallout Tactics: Crusade

FT Improver has to be installed in the Fallout Tactics folder, yes. The shortcut can by anywhere.

Try this:
1) Is your FT patched to 1.27?
2) Open Improver_data/Improver.cfg in notepad and check if there's 1, not 0: {improver.useCurrentDir} = {1}

Also (slightly) possible reasons I found on the web:
1) Path of main FT directory obtained from Windows registry points to incorrect directory
2) Main FT directory does not contain BOS.exe

Hope one of these helps.

Good karma+1 vote
Reinar
Reinar - - 22 comments @ Fallout Tactics: Crusade

Thank you. I hope you won't be disappointed.

Good karma+2 votes
Reinar
Reinar - - 22 comments @ Fallout Tactics: Crusade

Once FT:C releases, I will gather player input and experiences and release a patch or two. Other than that, I plan no joint operations with anyone. Anyone is welcome to make changes to the mod once it's released or even release their own version of it.

I am not interested in continuing someone other's project. After FT:C, I will do a proof of concept of another short campaign and then I'll see where will I go with FT. Maybe nowhere.

I am amazed how bad the modding support for FT is. I mean there are barely any tips and tricks, and for those existing you have to lurk the forums and read decades old topics. It's really easy to create new stories and missions once you learn the tools. I guess I should write a guide some day, since I feel like I am one of the most experienced FT modders. But then, it's a nearly dead game, is it really worth the time?

Good karma+2 votes
Reinar
Reinar - - 22 comments @ Fallout Tactics: Crusade

Hi, thanks for the kind words. I'll need a bit of extra motivation for the next few days so I can finish this mod. :)

Children of the Apocalypse 1 was never translated to English, but there's a Polish translation coming if that helps ("soon" to be released on fallout-corner.pl).

Good karma+2 votes
Reinar
Reinar - - 22 comments @ Fallout Tactics: Crusade

Right now, dealing with the boss in other way than killing him would be anticlimatic. I could however implement a way of turning some of his bodyguards against him as you said.

Some side quests offer the player a morally gray or outright evil path. But I don't give/take reputation points. I don't want to be the judge here. Just do what you think is right... or what will bring you more advantage.

Most quests don't even tell you what to do and where. NPC tells you what he needs and the way of doing it is up to you. Granted that you will do the quest at all. The NPCs don't throw themselves at you to do their errands.

Anyway, you could count the number of side quests on your fingers (on slightly mutated hands). It's not a big mod. I guess the total play time will be at most 4 hours, depending on how much you reload.

Good karma+1 vote
Reinar
Reinar - - 22 comments @ Fallout Tactics: Crusade

Being able to talk the boss off without actually doing something to back the talking would be silly. Like you fight him in several missions and then tell him "go home, what you do is wrong" and he's like "okay, you're right, sorry" (I've seen similar stuff in games). Creating the content around the peaceful ending would take some time and as I said, I already decided to cut it down.

You can have sex if you want, but it's just a flavor action. Also it's a way to possibly make one of the first missions easier, but not everyone will have access to that.

The stuff you can do in the mod is tied to the story. It's not a sandbox where you can do a bit of everyting. Blowing up nuclear reactor (or similar stuff) would make zero sense. If you want to be evil, shoot everyone, but that also makes zero sense.

You can't be a slaver, although one of the possible companions is a slave. Due to the nature of the game, it's not a big factor. It's Tactics after all, not "real" Fallout or Arcanum. So it's up to your imagination if you take him with you as a slave or a free man.

I've looked into how reputation in Tactics work. It's pretty tied to the type (race) of NPCs you kill. I think I got into a state where I could reliably use it, but again - the use cases would be few so I ditched it. In the course of making this mod I learned a lot about the game and its possibilities. Great stuff could be done with the base editor. But ain't nobody got time for dat!

Anyway, I heard some of the stuff you mentioned is possible to do in this mod: Moddb.com

Good karma+1 vote
Reinar
Reinar - - 22 comments @ Fallout Tactics: Crusade

In my original concept, this was the goal. I wanted to implement my speech tree where posible to give players the choices. I even renamed the Barter skill to Speech when I started the project. But some time ago, I realized I am not going to ever finish the mod if I stick to that. So there will be only a couple of checks made and a couple of speech trees, mainly in the early content. The few checks in conversations will be made against Charisma instead of Barter (Speech), some will have a STR check for intimidation.
The main quest missions usually have ways of utilizing noncombat skills. Mostly lockpick or science, but sneak can be really helpful as well. They can make the fight easier, or you can avoid it altogether. I also made sure there's always something to steal, if you want to go that way. Well, if they're dead, it's not a theft. If you're that type of person...

I wanted to include a playthrough where the player can join the villain and a playthrough where the player doesn't kill a single enemy. Both were cut because of time. When the mod is released, it will be something like a "publisher's cut" - lot of content was scrapped so it can be finished in this century :) It saddens me, but I think it's better to release at least something. Maybe I will keep working on it and include more content later as updates.

Good karma+2 votes
Reinar
Reinar - - 22 comments @ Fallout Tactics: Crusade

Hi, I am using official FT Tools which ship with the game. The mod will require FT Improver by JarekFall.

Good karma+1 vote
Reinar
Reinar - - 22 comments @ Fallout Tactics: Crusade

The release date is TBD, but I would like to do it before christmas. That's right, a Fallout Tactics campaign that will see the end of it. I am currently finishing two story missions and another two are yet to be started. Most of the content around those story missions is done. I hope to finish it by the end of november, then have three weeks for testing. Cheers!

Good karma+1 vote