Singleplayer campaign aiming to enhance Tactics experience with RPG elements. Defend the free city state of Victoria against a crusade launched by fanatics of the New Church. Play as lone wolf or with up to three companions, chosen from six. Each has unique interactions with the environments, some may help you with quests. Speaking of which, most have multiple solutions. Non-combat skills matter, charisma matters, no more dump stats. Reworked combat: All firearms and blades inflict bleeding, making prolonged fights deadly. Amount of drugs was drastically reduced. Food items were enhanced, now they give short stat bonuses. You can choose from fewer weapons, but each has its role.

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FT:Crusade patch 1.1

FT:Crusade patch 1.1

Patch

This patch fixes a major problem with the main quest as well as two other minor problems.

FT: Crusade v1.0

FT: Crusade v1.0

Full Version

This is the main release of Fallout Tactics: Crusade.

Comments  (0 - 10 of 51)
Zipper3
Zipper3

How do I get Osbert's Power Armor working? I know in the Warden's base there is a work bench and the PA right next to it so what do I do?

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erkper
erkper

I'm also getting the "failed to open mission file" error when I travel out of Port La Salle to any other location. I just wiped out the entire Crusader force at La Salle but when I try to go to another town it crashes with that fail message. The name of the mission varies with the town I'm attempting to enter. Any idea why this is happening? I am carrying a huge amount of loot, could this be the issue?

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Reinar Creator
Reinar

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.

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Endocore
Endocore

I tried this today. I can see and appreciate that you've put a considerable amount of effort into this project. The maps look good, and the story seems ambitious and intricate.

I can't comment on any of the actual gameplay or tactical prowess in the mod, because I didn't make it far enough to see any of it.

Unfortunately, the dialogue system-- a key interface-- is not working at all for me. I tried coming and going from the first several maps, not saving, etc, and it just doesn't work. The npcs never react to any stance changes, and never change their initial click speech nodes.

I see in some older comments here this problem was in some way already identified, but neither corrected nor was there mention of it in the mod's documentation or in-game. I think you'll have to address this in some way, or most potential players will give up (as I did) right away thinking they have better things to do than trudge through something that's obviously broken in an important way.

If the dialogue trouble is related to reliance on tag names, there are a lot of alternative solutions developed over the years that you could implement. For example, basing trigger checks on the value of the hidden and otherwise useless internal Camouflage stat, or basing them on character age, or by assigning hidden/nonlootable inventory items whose tagnames will never be lost and whose possession can be checked.

This mod has a lot of potential, and I congratulate you on what you've done. If the dialogue worked, I'd be offering you enough praise to make you blush. But sadly, in its current state this mod is unplayable. Nor is it reasonable to suggest players jump through contrived secret hoops in order to maybe get some vital functionality that should flawlessly work "out of the box."

You've already done the hardest parts (making maps, writing a story), so I encourage you to make some effort on reworking these dialogue related triggers in order to have a final result that can get you some acclaim for your efforts.

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Reinar Creator
Reinar

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).

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BlackViking1987
BlackViking1987

Hi Reinar,

I cannot seem to use BOSChe and BOSEdit for my save files. I am currently trying your mod.

Thank you for the hard work mate!

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Reinar Creator
Reinar

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.

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Guest
Guest

Failed to open mission file: user/$$current$$/port_council.sav

did i brick the save or :DD

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Reinar Creator
Reinar

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.

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Guest
Guest

Strange, I follow the readme but when I use the shortcut for FT Improver.exe I get "Cannot create BOS process!".

Just to make sure...the FT Improver needs to be installed in the same folder as Fallout Tactics or in a separate one? Because the readme implies that it needs to be inside the Fallout Tactics folder. Unless it only needs to be the shortcut of the FT Improver in the Fallout Tactics game.

I'm sorry if its a noob question as I never used FT Improver before...

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Reinar Creator
Reinar

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.

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Caine59
Caine59

For some reason I cannot activate the dialogue options in the dialogue trees. I click on an NPC, the dialogue activates but not matter how much I click on the dialogue option it cannot be used. I can then only use the "done" option to exit dialogue. No problems with activating/using anything else like in the in game menus.

I tried both clicking on the dialogue and on the image box on the left of said dialogue.

Any idea on what I should do?

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Reinar Creator
Reinar

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.

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Caine59
Caine59

It does not seem to work either.

Whether I stand, crouch or lie on the ground I still get the questions with no answer coming regarding either of those questions.

Talking to NPC, click "done" to exit talk, crouch to see the crouching option, click on the NPC...and there is no different reaction.

A bug or I missed something?

EDIT: I tried starting a new game and used the tutorial holodisc right away and it seem like everything works now. Strangely when I tried different stances after talking to a couple of NPCs and THEN using the holodisc to get the tutorial resume I got nothing from the stances.

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Reinar Creator
Reinar

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.

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Caine59
Caine59

That makes sense as I exited the game after starting it (saving beforehand) and when I decided to continue it (after seeing no more issues with starting the mod) I suddenly noticed those problems with dialogue.

Still...I'm nevertheless glad for the RPG features and would be sad to see them go. Its less irritating when one knows the cause and how to fix it. Guess I should tone it down with reloading all the time.

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doom52014
doom52014

Good afternoon. I have questions not about fashion but to you as an experienced mod creator: 1) How to make the music you need play in the mission (or as an option in a certain zone on the level)? 2) How to get AI bots to use the equipment that is in the game (i.e. the equipment itself: jeep, tank, etc. you can add it to the mission, but only the player uses it) How can you teach or force the trigger (script) bots of the enemy to sit in the technique and attack the player with it?

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Reinar Creator
Reinar

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.

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doom52014
doom52014

Thanks Reinar) The fact is that the actors of the machine I have in fashion is but I can not make an actor tank (more precisely, it is possible to make it stationary by attaching a turret tower to it, but I would like the tank to be mobile like the actors ' cars and could attack the player...

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Reinar Creator
Reinar

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

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doom52014
doom52014

I ask for your help in one more question: There are sprites of new armor, when I register them in the tab Image\ sprites/armor/WBOS Armor. spr armor both on the ground and in the inventory is displayed normally. But when the character puts it on, nothing happens., i.e. visually it does not change.. How to register it in "Armor Type"? I.e. there are only suggested types of armor from the standard fallout, this one is not available for selection, and I need this armor but I do not want to remove or replace the old ones..

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Reinar Creator
Reinar

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).

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doom52014
doom52014

Thank you again
Reinar. Managed to figure out what the problem is. In the mod where I wanted to add new armor, there is simply no folder: IMPROVER_DATA. Instead, "ammotypes" was located at: Launcher\Data in a folder outside the mod. I added 3 new types of armor to it and they began to appear in the game normally) There are still a lot of questions mainly about creating missions and implementing them in the company. But I guess if I write them here I'll take up the entire tape))

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Reinar Creator
Reinar

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.

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doom52014
doom52014

:) the fact is that yesterday I asked all the same questions on the Russian-language forum but did not receive any sensible answers

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Reinar Creator
Reinar

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.

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doom52014
doom52014

Sad... But thanks for the clarification) I need a tank or an armored personnel carrier with a tank turret... By the way, I saw this robot in your fashion " Children of the Apocalypse 2"

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Guest
Guest

I tried, tried and tried failing all the time...till I changed my Fallout Tactics version. My GOG version had not "activated" the FT Improver (it did not detect the BOS.exe) at all while the CD version of Fallout Tactics did the trick.

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Reinar Creator
Reinar

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

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