Vault Boxer in F2

Tiek68

First time out of the vault
Hi guys. Now that the new animation "vault boxer" is available ( :clap: ) I would like to know if there is a mod that uses it for "fighting" in New Reno and S.Francisco. If not could you please tell me what files are to be changed (and how :) ). Thanks in advance.
 
The files have been passed to Killap, so I expect to see it in the next release of the RP. Unfortunately the female critter hasn't be done yet, but the Bald, Long Hair, and normal critters are good to go. I will get onto the female critter one day, but I'm too busy at the moment with other Fallout modding. :wink:
 
.Pixote. said:
The files have been passed to Killap, so I expect to see it in the next release of the RP. Unfortunately the female critter hasn't be done yet, but the Bald, Long Hair, and normal critters are good to go. I will get onto the female critter one day, but I'm too busy at the moment with other Fallout modding. :wink:


Hi .Pixote. Thanks for the reply... it's a fantastic news :D ! However, waiting the new version from Killap I would like put this animation in MegaMod (only for personal use is intended)... After several attempts I managed to figure out how to add new animations, items, critters etc. with the various tools but I have to admit that the scripts are an insurmountable obstacle for me :crazy: ! Now, I believe that the " final secret" for turning on the "Vault Boxer" resides in a script but I don't know which as I don't know the code to enter :oops: ! Can you help me with this? I also saw in New Animations topic that you've created a new set of frm for Lenny. Since it's wonderful :clap: I would also put that into MegaMod (always for personal use obviously); can you please show me a link to download it (unless it is for private use, in this case, excuse the question :oops: !) Thanks again and congratulations for the work done so far and your abilities in general :clap: !
 
Art I can do - scripting I can't...sorry. :look: But your welcome to use the critter in the MegaMod. Drop me a message and I will pass them to you.
 
.Pixote. said:
Art I can do - scripting I can't...sorry. :look: But your welcome to use the critter in the MegaMod. Drop me a message and I will pass them to you.

Thanks .Pixote, message sent. About Vault boxer animations Nirran perhaps can help me since the problem is with a script; I'll try to contact him. Thanks again Master! :notworthy: :notworthy: :notworthy: :notworthy:
 
Hi Nirran; may be that I have not followed the correct protocol to send you a PM with the request for help about my problem exposed here; sorry, I am new to the Forum :oops:! Ok I move to my punishment: :violent: If there is a solution can you please help me pointing to the script to edit and showing the lines of code to enter? Thanks in advance!
 
Hi guys, for anyone interested or who can help me I did some tests.

The script in question seems to me ncStuLit.int; I initially tried to insert this code:

if (op_global_var(506) != 0) then
begin
op_metarule3(107, op_dude_obj(), 16777389, 0);
end

where 16777389 is the PID identifier of the Vault Boxer animation
included in the file Critters.lst.

Result: the new animation is loaded correctly, but because the boxing gloves are not fitted automatically to the beginning of the round (same thing in the original version of the script), in accessing the inventory the same animation back to the basic version of the Vault Suit :cry: !

Then I tried to create a new item, that I called "boxing suit", always scripted to equip to the beginning of the match with this code:

if (op_global_var(506) != 0) then
begin
restock_obj := op_create_object(953, 0, 0, -1);
op_add_mult_objs_to_inven(op_dude_obj(), restock_obj, 1);
op_wield_obj_critter(op_dude_obj(), restock_obj);
end

where 953 is the pid of new item.
Result: the new "boxing suit" is automatically fitted and new animation loaded but every match I find myself also with a new additional suit in inventory :cry: :cry: !!

As already mentioned, my knowledge of modding is superficial and I don't know the codes to be entered to limit the creation of "boxing suit" at the beginning of the fighting if it already exists, or to eliminate it at the end of the match; I'm getting :crazy: in finding a solution :) !

On the other hand I can not just add to the map the new suit because the script in question temporarily eliminates all the inventory at the beginning of the fight, right? Or you can limit this exclusion somehow?

Thanks in advance holy soul who decides to help me :notworthy:
 
Hello guys, about my problem ... after further analysis I thought about this solution:

if (op_obj_carrying_pid_obj(new_reno_temp_box, 952)) then
begin
restock_obj := op_create_object(953, 0, 0, -1);
op_add_mult_objs_to_inven(op_dude_obj(), restock_obj, 1);
op_wield_obj_critter(op_dude_obj(), restock_obj);
end

I seem to have realized that regard the boxing gloves the script in question looks at new_reno_temp_box and if he finds them (item 292 or 293) equips the player with a copy of the same (496 or 497).

If the system works with boxing gloves should also work for other items. What do you think?

Unfortunately I can not test it because I'm still at the beginning of the game and away from New Reno, and it seems to me that even with the F8 function Mapper ignores some variables and/or similar as the new_reno_temp_box :cry:

It can be an acceptable solution, or the game considers the use of other objects in addition to boxing gloves as "cheating" by putting an end to the meeting of boxing?

Thanks in advance!
 
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