Help with mapper...

Discuss the creation and scripting of new fan-made games and mods for the Fallout series of games.
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Cyborg Super Mutant
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Help with mapper...

Post by Cyborg Super Mutant »

ok so i load up denbus1.map and decide to mess around and ad some monsters ..so i ad some supermutants and raiders ok.Now i save and rename the denbus1.map to denbus1.sav and copy it over my save game denbus1.sav so i can play it test it out.i load my game and enter the den town expecting to have a fight and all i find is BLOOD patches on the ground where the monsters should be ??? what am i doin wrong !! help plz.

btw i can place items and walls and stuff but the monsters always look like blood patches when i enter the town?also how do i put inventory items into lockers and crates i place on the map ..sry for all the questions ..any help would be great. :)
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Red
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Post by Red »

I'd suggest using Ctrl-R to test out the maps instead of trying to overwrite those in the savegames.

Ctrl-R in the main menu, select map, enter anything in the prompt, save your game, Ctrl-R again (to exit), load the game you've just saved.
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Cyborg Super Mutant
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Post by Cyborg Super Mutant »

that still doesnt answer my question :?
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Red
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Post by Red »

No but did it work? I'm just scared that replacing a savegame entry doesn't work properly.

It's possible that there's a script attached to the proto of the creature you're using which kills it when not on a certain map too, you'd need to decompile it's int script ot make sure, though I don't ever recall seeing such a thing...
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Temaperacl
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Post by Temaperacl »

The default HP value for critters you place is 0. Right click on the critters, select properties, and make sure they have some hitpoints.
Cyborg Super Mutant
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Post by Cyborg Super Mutant »

ok so now i can give the creatures some hit points great..but how do i equip them with weapons and make them hostile or neutral or even get them to join me as npc?...cuz they just stand there and do nothin ? um maybe i can just copy the same propeties as 1 of the other hostile mutants or guards from another map and type in the same stats in there propeties box does that seem correct?
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Red
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Post by Red »

For hostility I'm quite sure it's toggle by the script. Try selecting other mutants instead a m aybe you took the mutants from Broken hills which aren't hostile when they see you. I suggest you look in the pro_crit.msg file to find the proper index for the attacking mutants...

As for items in the inventory, it's not implimented in the map editor yet.
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