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NPC Mob Sprite Sheets Expanded Part 1#1

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CaputCapital-NPC-MobSprite-Additions-1
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NPC Mob Sprite Sheets Expanded Part 1#1
CaputCapital wants to merge 3 commits into
mainfrom
CaputCapital-NPC-MobSprite-Additions-1

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About The Pull Request

Throughout Fallout 13's legacy, some DMIs had basic NPC faction sprites which did not meet the standards of today's F13 content. For over a year in the making, I present to you these sets that I've been working on. I've also expanded previous and devised new NPC mob sprite content.

4 Base F13 Faction sets
1 Fallout 4 based Faction set
6 Custom F13 Faction sets

Preview all sets here:
https://imgur.com/a/NPkDSwT

Purpose

For mapping and event content, if mappers want to create dungeons out of new NPC factions or bring faction held areas to life by populating them. Be sure to path the respective NPC sprites for each mob correctly in StrongDMM. Remember that these are not coded NPC mobs yet. For in-round events, var-edit the respective sprite-names in the DMI.

Some of these mob sprites are preferable for mapped events outside of the main areas, for specific custom factions & one Fallout 4 faction.

Recommended Usage

Institute-based mobs aren't preferable for La Verkin, preferable for off map events.

GLA-based mobs might work for La Verkin, off map events are preferable.

Junkers-based mobs are an expansion of the previously created Junkers gang. These should fit in with La Verkin.

Green Element-based mobs should be used sparsely; they are more of an east coast concept. Preferably use for off map events.

Sovereign-based mobs are good for Begin Again, you will love these since they'll perfectly fit in with the lore.

HADES-based mobs aren't meant to show up in full force because it's the year 2286, not 2288, you might want to use these for off map events or one-offs.

I don't know if Chem Cartel mobs will fit. They were originally intended for a map I was developing but up to you.

Remember: These are just NPC sprites, they aren't coded in yet. Making use of a sprite will require you to change the "icon" .DMI source , "icon_dead" , then both "icon_living" and "icon_state" variables in StrongDMM.

Credits for Custom Content

NB-BA Lore Devs & Laviniuh for the Sovereign Church concept.
Drevenshekel & Excitant for the GLA faction concept.
Interplay Entertainment & Bethesda for acmebot, hoverbot, Pierce and Coleridge van buren character designs, NCR Salvagers concepts based off of the respective NPCs.
Original creator of the original Junkers NPC sprites, all I did was expand on them.
Ghostler (me) for the HADES, Neotek, Green Element and Chem Cartel concepts.

Pre-Merge Checklist

  • You tested this on a local server.
  • This code did not runtime during testing.
  • You documented all of your changes.

To Do List:

Add Legion subjects to the Legion NPC DMI.
Add a Vanguard Walker NPC unit to HADESspec
Add a proper living speaker NPC mob in the Sovereign NPC DMI
Code in NPCs (preferably, unless someone else does)
Compile NPC specific voicepacks (ongoing)
f13mobvoicesetsWIP

6 pre-existing factions added, 5 new factions added (including Sovereignty)
Since when The Institute have intelligent super mutants?
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