Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Modding, Customising, Editing » Nails Jacket & Disability Question (Understanding of certain aspects.)
Nails Jacket & Disability Question[message #356660] Mon, 11 February 2019 17:24 Go to next message
Stavian

 
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Registered:February 2019
Location: Philly/DC
Sorry for all the questions but I continue to look through all the files searching out my own answers with the exception of the core as I am not sure how to do that yet. So my question relates to where is Nails refusal to remove his jacket controlled. I first thought that maybe it was a specialty item but that did not seem to be it. Then perhaps a special switch in his starting gear XML but yet again that did not seem to be it. So the question I have is where is the limitation controlled?


The reason is I am thinking about is that in my experience some people often almost refuse to wear helmets or armor. Likewise same goes for carrying heavyweights that they are intolerant of doing so. I feel adding a disability could accomplish this effect but that would require a GUI adjustment to add a field and a core change as I did not see any files that could be modified to affect this. A workaround could be outfitting certain people with beret/jacket/small pack and not allowing it to be removed. Problem with this is limits options and also could affect those where you cannot climb with a pack so having one even if had no weight placeholder would cause additional problems for certain mods.


Thanks again for your time and patience for my questions to those of you who have a long experience could be quite basic and simple! However for me not so much or at least now.
Re: Nails Jacket & Disability Question[message #356661 is a reply to message #356660] Mon, 11 February 2019 17:35 Go to previous messageGo to next message
edmortimer

 
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Nails affinity to his jacket is hard-coded. I would also like the ability to mod such behaviour for other Mercs and other items - but that is outside the realm of XMLs and INIs at this time.




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Re: Nails Jacket & Disability Question[message #356662 is a reply to message #356661] Mon, 11 February 2019 18:17 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
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Drats! I had worried if that was the case. Similarly, are disabilities hardcoded?
Re: Nails Jacket & Disability Question[message #356663 is a reply to message #356662] Mon, 11 February 2019 18:40 Go to previous messageGo to next message
edmortimer

 
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Quote:

Drats! I had worried if that was the case. Similarly, are disabilities hardcoded?


The range of Disabilities we can mod are in the comments section of MercProfiles.XML. However - Disabilities need to be linked to sound files so the Player knows what is happening, so switching a Merc's Disability will result in them saying the wrong thing bothers them unless a new voice file is created. Similarly, giving a Merc a disability without a linked sound file means the Merc will give no outward indication of his disability to the Player.

Now we get into EDT & NPC files - where we edit/add/link the sound files and text bubbles - and there are scant few tools available to do the work, and no documentation. It's been basically trial and error for me with the couple tools that work for me in a language I understand.




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Re: Nails Jacket & Disability Question[message #356665 is a reply to message #356663] Mon, 11 February 2019 20:40 Go to previous messageGo to next message
Stavian

 
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Registered:February 2019
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I have experienced the fun of the EDT files. Those while a pain I have gotten to work and not yet on the NPC files. That is very interesting on the commenting. Now if I am correct the same problem comes about speech when you use hated and buddy as well? I am looking into how to something that I am sure many people have looked into which is how to manipulate the old speech files to allow them to create new words and sentences.
Re: Nails Jacket & Disability Question[message #356666 is a reply to message #356665] Mon, 11 February 2019 21:44 Go to previous messageGo to next message
edmortimer

 
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Yes, Buddies and Hateds are the same. I have cut and pasted voice files of various characters, especially the new recruitables, in order to make enough sound files for full use.




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Re: Nails Jacket & Disability Question[message #356668 is a reply to message #356666] Mon, 11 February 2019 21:54 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
Character oddities that were easy to generalize are nowadays set in Backgrounds.xml (for example, Flo had a hardcoded merchant price bonus that is now in her background). A few things are too messy to easily move them there, which are:
  • Nails vest fetish
  • Larry's drug-induced personality change
  • Buns PTSD-induced personality change (very recent addition)



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If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Nails Jacket & Disability Question[message #356670 is a reply to message #356668] Mon, 11 February 2019 23:21 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
Thank you for all of your input. So currently there is no way to block or limit a person from wearing a certain thing it would seem. However one could affect a persons carrying capacity in background to force them to be concerned with their weight. Not the same but could have similar impact. Perhaps could add something to their EDT BIO about them not likeing helmets or such.
Re: Nails Jacket & Disability Question[message #356671 is a reply to message #356670] Tue, 12 February 2019 00:07 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
The issue with replicating the Nails vest fetish is not only do you have to specify which merc should care about which item worn in what slot, but you also need a voice file for it, which... we don't have for anyone but Nails. Circumventing that by just displaying a text line looks bad,not having any sort of output makes this seem like a bug and not a feature.



You gotta wash your hands before picking up a baby. They can see the bacteria burning into their flesh.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Nails Jacket & Disability Question[message #356672 is a reply to message #356671] Tue, 12 February 2019 00:59 Go to previous messageGo to next message
Hawkeye

 
Messages:1931
Registered:October 2005
Location: Australia
It's a long time ago now, but Babyface in Vengeance had a similar reaction to removing his glasses as Nails and his jacket, and including a fitting speech file to go with it.


Re: Nails Jacket & Disability Question[message #356676 is a reply to message #356672] Wed, 13 February 2019 03:25 Go to previous messageGo to next message
Gopas

 
Messages:230
Registered:June 2016
Location: Norway
In the 2012 movie Dredd, he points out to Anderson that she forgot her helmet and she replied that it interferes with her psychic abilities. His answer "A bullet might interfere with them more"
That's why i don't use Nails, his leather jacket is useless as armor, even Angel's reinforced jacket, even treated with Compound-18 or the Queen's jelly, it's still useless. Hired him once and i've had to babysit him during battle. Ended up staying back, carrying a couple of Tool kits and all he did was repairing.

Same with Larry, he wears armor but he is useless most of the time, due to his drug habit and he steals too. Somehow a bottle of alcohol or syringes would appear in his inventory. Makes me wonder about the requirements to be a mercenary. Used them both back in '99 a time or 2 and finally decided to forget them. For laughs, i started a new game with Nails only. He lands in Omerta, as usual and he gets shot at by a rookie. The rookie misses him and Nails beats him to death. Now he's got a gun big grin. He did manage to clean up the sector but he died on the way to Drassen angry. That being said, i know that many other players are fond of certain mercs and i'm not trying to insult anyone's preferences. Being ex-military myself, i can't tolerate trouble-inducing mercs. During basic training, we have had a special platoon for the "misfits". It was called the Smurfs platoon.;D Nails is comedic, Larry not really, both are interesting characters to an extend but not my cup of tea !

[Updated on: Wed, 13 February 2019 13:04]




Just another old soldier.
Re: Nails Jacket[message #356686 is a reply to message #356676] Wed, 13 February 2019 16:10 Go to previous messageGo to next message
townltu

 
Messages:356
Registered:December 2017
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Just for the record, it is possible to equip Nails with any torso armour of the game.
It requires to destroy his Jacket, e.g. let him throw grenades 2-3 tiles away
and then fail at catching throwing knives (or any other item;) when its condition comes close to 0%.
Once his Jacket is destroyed, he will automatically equip the 1st armour he picks up in tactical,
iirc you can also drop any torso armour piece into his appropriate slot if it is empty.
Iirc 2nd he will then refuse to take off his new armour like the Jacket.
If so the access to Nails(respectively profileIDs) torso armour slot is probably blocked by code,
and not item specific if it works also with other items.

btw the rather same dev team added similar to Wizardry 8 for cursed items,
but there the item carries the cursed/cant_remove flag.
In Wiz8 also RPCs may prefer specific items and refuse to give them away, their data block has 3 slots for that which accept any item ID.
(There is an exploit which allows to take these items nevertheless;)
In e.g. Baldurs Gate such items were often flagged as unuseable for PCs.
It also worked in Wiz8 tests to equip RPCs with smth e.g. in their helmet slot which has armour values etc,
but is flagged as e.g. miscellaneous item which cannot be equipped at all.
These items may be removed from their slot, but can never (in game;) be equipped again to befit from the bonuses.
Which finally brings me to the point that this workaround could also be used in JA2,
at least for entities that are placed on a map,
as iirc you can assign items to specific inventory slots in the map editor(else forget this section)
Ofc it makes no sense for Items with bad properties,
but an otherwise totally weak merc with e.g. thermal glasses,
or, to pick up an old topic, a master spy with suicide vest :D,
may be worth the effort to hire and keep him alive at all costs until his job is done.

[Updated on: Wed, 13 February 2019 16:12]

Re: Nails Jacket[message #356688 is a reply to message #356686] Wed, 13 February 2019 17:48 Go to previous messageGo to next message
edmortimer

 
Messages:1202
Registered:January 2015
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Quote:
but there the item carries the cursed/cant_remove flag.


We have the <Inseparable> tag that applies to attachments . . .




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Re: Nails Jacket[message #356689 is a reply to message #356686] Wed, 13 February 2019 17:51 Go to previous messageGo to next message
edmortimer

 
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Quote:
as iirc you can assign items to specific inventory slots in the map editor(else forget this section)


Yes, you can assign items in the Map Editor to specific slots, or indicate an empty slot - but that only affects starting gear and there is no lasting effect once the character is set in motion.




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Re: Nails Jacket[message #356690 is a reply to message #356686] Wed, 13 February 2019 18:06 Go to previous messageGo to next message
edmortimer

 
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Registered:January 2015
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Quote:
Just for the record, it is possible to equip Nails with any torso armour of the game.
It requires to destroy his Jacket, e.g. let him throw grenades 2-3 tiles away
and then fail at catching throwing knives (or any other item;) when its condition comes close to 0%.
Once his Jacket is destroyed, he will automatically equip the 1st armour he picks up in tactical,
iirc you can also drop any torso armour piece into his appropriate slot if it is empty.
Iirc 2nd he will then refuse to take off his new armour like the Jacket.
If so the access to Nails(respectively profileIDs) torso armour slot is probably blocked by code,
and not item specific if it works also with other items.


So . . . we can put any torso armor in his starting gear kits and he will wear it - or we can create a special item just for him and he won't remove it. Nice.




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Re: Nails Jacket[message #356692 is a reply to message #356690] Thu, 14 February 2019 00:48 Go to previous messageGo to next message
Hawkeye

 
Messages:1931
Registered:October 2005
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Perhaps it's time Nails just wore his colours like an over garment, a denim or leather waistcoat that could be worn like LBE over armour.


Re: Nails Jacket[message #356700 is a reply to message #356692] Fri, 15 February 2019 01:46 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
Odd question but can a non-weapon have a Deadliness and if this non-weapon had one would it impact that merc's morale related to their MainGunAttractiveness stat?
Re: Nails Jacket[message #356701 is a reply to message #356700] Fri, 15 February 2019 02:21 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
Deadliness is for whining about bad weapons, tied to MainGunAttractiveness. Similar, mercs complain if their armours best protection value it soo low, tied to ArmourAttractiveness. In both cases they complain, and this does affect their morale.



You gotta wash your hands before picking up a baby. They can see the bacteria burning into their flesh.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Nails Jacket[message #356705 is a reply to message #356701] Fri, 15 February 2019 02:31 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
Oh that is good to know. I had thought it affected morale but I guess I was wrong. Interesting that having bad armor or weapon or what you think is bad does not affect your morale. I had hoped that morale was controleed by a script but from my search I see that it is not. Thank you for your answer. The reason I asked that particular question was I was thinking of a work around for items that a Merc wanted and would be upset if they did not have. For example if there was a merc whom had an item lets say bagpipes. I could create a special item and equip it to him off starting gear. I could make the item have a high deadliness and if he lost it he would complain and morale would drop. Kind an outthere thought was trying to figure out some workarounds. Your insight is greatly helpful as I learn limitations and interconectedness of the game.
Re: Nails Jacket[message #356707 is a reply to message #356705] Fri, 15 February 2019 02:42 Go to previous messageGo to next message
Flugente

 
Messages:3461
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Ehh... what? I said they do complain if their gear is too bad, and that affects morale. The code already does what you want, so...?



You gotta wash your hands before picking up a baby. They can see the bacteria burning into their flesh.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Nails Jacket[message #356708 is a reply to message #356707] Fri, 15 February 2019 02:45 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
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Oh I am so sorry I misread it. My fault. I thought that you said that they complained and it did not affect morale. That is much better thank you!
Re: Nails Jacket[message #356709 is a reply to message #356708] Fri, 15 February 2019 10:46 Go to previous messageGo to next message
Gopas

 
Messages:230
Registered:June 2016
Location: Norway
Hawkeye has the right idea about Nails's colors, like an over garment, a denim or leather waistcoat that could be worn like LBE over armor. I approve and agree wholeheartedly. If it can be done, it should be done. Other than leather jacket weakness, Nails can kick ass in many levels, it's a pity to be unable to use him because he refuses to wear decent armor.



Just another old soldier.
Re: Nails Jacket[message #356710 is a reply to message #356709] Fri, 15 February 2019 12:58 Go to previous messageGo to next message
silversurfer

 
Messages:2542
Registered:May 2009
Instead of making Nails' vest an LBE item you might as well use armor plating to provide better protection. After all you want to keep the visual appearance, right?



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Don't mess with the vest![message #356711 is a reply to message #356710] Fri, 15 February 2019 18:12 Go to previous messageGo to next message
townltu

 
Messages:356
Registered:December 2017
Location: here
Another one for the record:
In classic JA2, at least confirmed for v 1.02 ger and 1.10 en, it was possible to hire Nails without equipment,
in which case he arrives without his Jacket.
He would then show the same behaviour as mentioned in previous record entry,
i.e. treat any torso armour placed into his appropriate slot like the vest.

Later in 1.13 a wise person decided to let him always wear his vest, even if he is hired without equipment.
I totally agree to that decision!
Everything which makes a (balanced) game easier reduces its replay value.
Making it an LBE and removing the weak armour backdraw would also require to rebalance his funds.
If player does not like that rpg aspect of Nails, it should be no issue to use non rpg approach to destroy the vest via dmg or c18&gelly.


Btw, rumors say that the material for the 1st batch of the Death Rider Biker Club vests
was acquired during a visit in a warehouse by, allegedly, the core members of said gan.. errr, club,
who selected the fabric that appeared the most durable to them,
coincidentially its for firefighter jackets and has fire resistant properties.
The vests were then sewn according to the patterns of the legendary granny Smorth, who left us a few years ago,
by her and diverse female members of the hard core families.
If you scroll down to the invisible part of Nails' profile pic and enlarge it atcleast to 800%,
you may be able to recognize granny Smoths monogram embroided by hand on the vests collar. :)
Anyway as there was no fire resistance in original JA2,
this detail had no importance in game so the devs didnt care to mention,
but, due to recent changes, it may have become important now, so i thought to let you all know. ;)


tldr: DoN'T mess with the vest, scooter!
Re: Don't mess with the vest![message #356712 is a reply to message #356711] Fri, 15 February 2019 21:09 Go to previous messageGo to next message
edmortimer

 
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There are armored leather motorcycle jackets commonly available . . . just sayin'.




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Re: Don't mess with the vest![message #356713 is a reply to message #356711] Fri, 15 February 2019 21:16 Go to previous messageGo to next message
edmortimer

 
Messages:1202
Registered:January 2015
Location: Home Free
Quote:
Btw, rumors say that the material for the 1st batch of the Death Rider Biker Club vests
was acquired during a visit in a warehouse by, allegedly, the core members of said gan.. errr, club,
who selected the fabric that appeared the most durable to them,
coincidentially its for firefighter jackets and has fire resistant properties.
The vests were then sewn according to the patterns of the legendary granny Smorth, who left us a few years ago,
by her and diverse female members of the hard core families.
If you scroll down to the invisible part of Nails' profile pic and enlarge it atcleast to 800%,
you may be able to recognize granny Smoths monogram embroided by hand on the vests collar. happy



You made me look! big grin




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Re: Don't mess with the vest![message #356714 is a reply to message #356713] Fri, 15 February 2019 22:41 Go to previous messageGo to next message
townltu

 
Messages:356
Registered:December 2017
Location: here
edmortimer wrote on Fri, 15 February 2019 21:16
...
You made me look! http://thepit.ja-galaxy-forum.com/images/smiley_icons/biggrin.gif

Thanks Ed, you made my day! :D

Meanwhile I managed to fak.. err, restore those invisible pixels and enhance the portrait to its full glory:
https://s2.imagebanana.com/file/190215/thb/EIvmTYp5.png
Re: Don't mess with the vest![message #356726 is a reply to message #356714] Sat, 16 February 2019 17:44 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
Too funny to find something so clearly meant to be hidden. On the Nails point, am I correct in thinking that the code looks at the ID number (34) and any Merc put in that slot will refuse to take off their jacket, vest etc? Thank you
Re: Don't mess with the vest![message #356728 is a reply to message #356726] Sat, 16 February 2019 19:21 Go to previous messageGo to next message
silversurfer

 
Messages:2542
Registered:May 2009
If you are so worried about Nails' protection just give him a C-18 Kevlar Leather (protection 21 and 90% coverage) or do the following (in order of desperation):

4. create a new leather jacket with kevlar or other armor like protection
3. modify leather jackets so they can hold titanium or ceramic plating
2. add the <LeatherJacket> tag to EOD armor
1. create a new leather with EOD protection and the ability to use reactive armor. It may slow him down a bit but it's sure worth it!



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Re: Don't mess with the vest![message #356729 is a reply to message #356728] Sat, 16 February 2019 20:40 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
I am not worried about Nails I am working on modding AIM/MERC characters and wanted to make sure that I keep that spot allocated for a similar character since would have that problem. Also was trying to find a way of having more characters have similar issues with items in their kit. As an example, a Scottish merc who has to have his Bag Pipes in his pack, or a sniper who refuses to wear a helmet Etc, does not help in actual gameplay but increases the roleplaying aspect. Hope that helps explain what I am trying to do and why the question. Thank you for your input that was helpful for future games where I run into that issue.
Re: Don't mess with the vest![message #356730 is a reply to message #356728] Sat, 16 February 2019 22:15 Go to previous messageGo to next message
edmortimer

 
Messages:1202
Registered:January 2015
Location: Home Free
Quote:
2. add the <LeatherJacket> tag to EOD armor


Ah, so! It's that tag that does it, innit?




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Re: Don't mess with the vest![message #356733 is a reply to message #356730] Sat, 16 February 2019 23:39 Go to previous messageGo to next message
silversurfer

 
Messages:2542
Registered:May 2009
Stavian wrote on Sat, 16 February 2019 19:40
Also was trying to find a way of having more characters have similar issues with items in their kit. As an example, a Scottish merc who has to have his Bag Pipes in his pack, or a sniper who refuses to wear a helmet Etc, does not help in actual gameplay but increases the roleplaying aspect.

That won't happen unless someone codes it.

edmortimer wrote on Sat, 16 February 2019 21:15
Quote:
2. add the <LeatherJacket> tag to EOD armor


Ah, so! It's that tag that does it, innit?

Yes it is. You can't simply remove his vest but if you have another item on the cursor the game checks if it's Compound-18, Queen Jelly or an item with the <LeatherJacket> tag. So add that tag to another armor and you can switch it with the jacket.



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Re: Don't mess with the vest![message #356735 is a reply to message #356733] Sat, 16 February 2019 23:53 Go to previous message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
You can also simply add a merge an allow the leatherjacket to be destroyed by cutting it.

I'd advise you not to set a result for that particular merge, as he will continue to insist he wear whatever is the result of that merge, like rags :-)



You gotta wash your hands before picking up a baby. They can see the bacteria burning into their flesh.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


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