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Originally Posted by R@S
LRK and TMP are a mystery for me too. but LED is Leadership, CHA is charisma, TRD is Trade and STH is Stealth.
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I see! Well, alright then. Do Charisma and Trade have any use for the Mercenaries in game?
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Originally Posted by R@S
Is this the Fakirov ambush by the school bus? Or is it the Paquito mission in Santa-Maria?
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This is the mission to save 'Mister Sister' in the starting city.
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Originally Posted by R@S
First off, the portraits. They can be found in one of the AZP packs, in the \BMP\Hud\FACES and \BMP\Hud\LARGEFACES folders in those archives. If you don't know how to open or extract those, here's a link on how to make it simple: Link will be supplied later, the site is unavailable atm, sorry
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Alright, cool. My FACES and LARGEFACES files are either E6B files or TGA, being text and picture respectively. I can get the portraits open with GIMP, and I'm going to experiment with that if I can. I would appreciate that link on how to open AZP packs when you can get it though!
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Originally Posted by R@S
As for the Character models, those are much more complicated. You need to familiarize yourself with how the structure work in their individual \Actors\Monsters\*.azp files. There is an *.ACT file for various variants for the model, like model for head, body, with helmet, armor and so on. Some of these *.act files is in binary format so you need to use a binary editor if you're going to use a different name for the new textures.
Once you've figured that out you need to find the texture for that specific model located in the \Media\Actors folder in one of the AZP archives.
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I checked my Monsters folder, and none of the files seem to be .act, all AZP.
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Originally Posted by R@S
New mercenary comments are hard coded and a bit trickier, you need to make replace function of their comment phrases in the source code and compile those in a new mod. Once that is done you can edit the subtitles file to use the new wav files if you made any.
Merc prices are also hard coded, but you can use the outsourcedini mod from the BFX mod to make it simple. In the ini folder there is an ini file by that name where you can edit those values.
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Where can I get the source code, and can I get it in English (Or at least get a handy translator bundled with it? =p ) And, in the outsourcedini file I found all the Mercenaries with their prices next to them, so I thought (A sample being
EarlJameson "3600" //Earp
ManchuChung "2500" //Cobra
MazzyLiklik "4400" //Ali)
But changing those didn't seem to have any effect, and I can't open the files in the outsourcedconfig mod.
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Originally Posted by R@S
To alter the characters inventories, use the built-in inventory editor. just open their *.inv files located in the InventoryINI folder and go crazy. To start the inv editor, make sure you have the fixed 1024 TGA's installed that somes with the patch and edit the shortcut to say something like "D:\Games\7.62\E6.exe" -editor in the target window.
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I found those inventory files, and I assume changing each stage to have weapons of similar strength for that stage won't have any adverse effects? That said, and with the knowledge that changing their prices would be hardcoded, is it possible to scale their price to the current CGL?
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Originally Posted by R@S
Have fun and remember, "The one asking questions increases the wisdom of many" 
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I am indeed having alot of fun working with this game, in both the technical aspects and the gameplay. And, aye, I thank you for answering all the questions I'm asking! It is very greatly appreciated.