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Rise's Friendly Armor

Mod releases and conversions for Current versions of TTW
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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Rise's Friendly Armor

Post by Risewild » Sun Oct 13, 2019 4:09 pm

This is an updated and expanded version of an old mod I made ages ago. Latest version updated for 3.3.2 by NoBarkNoBiteNoonan. :D

What it does is make the PC friendly with certain "factions" while wearing specific armors. This is not the same as FNV faction armors though, it works the same as the ghoul mask instead.
  • It alters the armors of The Mechanist and of the Antagonizer so robots/turrets and ants won't attack the player if a full set of armor is equipped (Armor + Headgear).
  • It alters the Pint-Sized Slasher Mask in Point Lookout so that the Swampfolk will be friendly.
  • And it also alters the Chinese General Uniform + Chinese General Hat (both need to be equipped at the same time) so that Chinese Remnants do not attack.

What this does is to add a small script that is similar to the Ghoul Mask but to affect robots+turrets, ants, Swampfolk and Chinese Remnants instead of ghouls, also for the effect to activate both the armor and helmet have to be equipped at the same time (the exception to this is the Pint-Sized Slasher Mask). Robots/turrets and ants that do not belong to the robot and ant factions are not affected, also the effect stops working if the player attacks any of those "critters" while wearing the full set of armor.

Now you can hang out with a lot of new friends :D ... Just remember to dress appropriately. :lol:

I wanted to work more on this, but I haven't had any time lately, so I decided to release as it is.

Known Problems:
If you try to talk to Chinese Remnants, the screen will zoom in on them, like normal dialogue, but they will have no dialogue.



Special Thanks:


Puppetron: For answering my questions about disguises and armor systems

Pintocat: For making the script after I couldn't make mine work

NoBarkNoBiteNoonan: For updating this mod for TTW 3.3.2

Download:
https://drive.google.com/file/d/1pXaNj2 ... sp=sharing
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jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

Re: Rise's Friendly Armor

Post by jlf65 » Sun Oct 13, 2019 6:29 pm

Neat! I love disguise mods like this. I was wondering who would get the first one converted over to TTW3.

Akanelove
Posts: 7
Joined: Tue Jan 01, 2019 4:13 am

Re: Rise's Friendly Armor

Post by Akanelove » Fri Mar 27, 2020 7:53 am

Was really enjoying your mod.... then here came a issue.
for Mechnist Armor, some robot NPCs in town (in my case, Mr. Buckingham in Rivet City) gone hostile against PC unless I equip Mechanist Armor. This can be some serious problem. there's non ant or Swampforks evolved in quest or dialouge but robots are not.
And as I found the problem I decided to uncheck the mod, then the game started getting heavy lag (I think it's related to some scripting) so I want to clear the mod's trace within gamemode.
Any workaround or Bugfix will be appreciated.

Akanelove
Posts: 7
Joined: Tue Jan 01, 2019 4:13 am

Re: Rise's Friendly Armor

Post by Akanelove » Fri Mar 27, 2020 9:21 am

Akanelove wrote:
Fri Mar 27, 2020 7:53 am
Was really enjoying your mod.... then here came a issue.
for Mechnist Armor, some robot NPCs in town (in my case, Mr. Buckingham in Rivet City) gone hostile against PC unless I equip Mechanist Armor. This can be some serious problem. there's non ant or Swampforks evolved in quest or dialouge but robots are not.
And as I found the problem I decided to uncheck the mod, then the game started getting heavy lag (I think it's related to some scripting) so I want to clear the mod's trace within gamemode.
Any workaround or Bugfix will be appreciated.
scn RISERobotFriendScript

Begin OnEquip Player
if (Player.GetEquipped MS02SuitMechanist == 1 && Player.GetEquipped MS02SuitHelmetMechanist == 1)
setAlly playerFaction RobotFaction 1 1 ;FRIEND
endif
end

Begin OnUnequip Player

if (player.GetEquipped MS02SuitMechanist == 0 || player.GetEquipped MS02SuitHelmetMechanist == 0)
setEnemy playerFaction RobotFaction ;ENEMY
endif
end

Disabling the mod does no effect.
The scripted effect remains in saved game after all.
Every actors have their faction as 'robot' follows that scripted effect and saved games carry this value.
Any Ideas for bring em' back?? :(

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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Re: Rise's Friendly Armor

Post by Risewild » Tue Apr 21, 2020 3:29 pm

Akanelove wrote:
Fri Mar 27, 2020 9:21 am
Disabling the mod does no effect.
The scripted effect remains in saved game after all.
Every actors have their faction as 'robot' follows that scripted effect and saved games carry this value.
Any Ideas for bring em' back?? :(
Darn it. Sorry for the late reply, but I was without a computer for several months. I just got my new one now. :?

The scripts weren't made by me, but I just had a look at them and I think I fixed the problem.
Try having a save file where you're not wearing the Armor and where no robot that should be friendly is hostile at you, install the new version, equip the Armor and then un-equip it. That should fix it. :)
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