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almabrds: Sulik can use:
14mm pistol and .223 pistol.
And besides guns (pistols, SMGs), unarmed, melee weapons, Sulik can also use throwing knives, rocks, granades, and other throwing weapons.
If you've NPC armor mod installed, I believe you can also ask him to use Combat Shotgun, and other large weapons.
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squid830: Wait, really? Is this the NPC armor mod that is part of the RP, or a separate mod? If part of the RP, is there a separate option to configure that extra weapon capability, or is it active by default? Because if it's the latter then I've been missing out this whole time - I just always assumed his weapon use was limited as usual.

Though Sulik does kick ass with even the base 10mm SMG.

That weapon limiting thing of F1/F2 was always kind of strange, since it was based on available animations of the character in addition to the usual limitations (strength, skills).
I'm talking about the NPC mod that is part of killap's Restoration Project 2.3.3.
It's one of the optional modifications, in that list with check boxes, when you run the installer.

Afaik there's no option available to change the NPC mod. If I'm not mistaken what this mod does is add frames files (.frm, .fr0, .fr1, .fr2, .fr3, .fr4, .fr5), which increase the amount of available animations for the followers, I don't think it adds another type of file.
So if you want to remove an animation, you can simply remove the files for said animation, and the game won't load them. But be careful what you do, if you equip the main hero with an object he has no animations and try to use it the game crashes. I haven't checked with NPCs, but it might be risky, too.

What change you want to make to the mod, if you don't mind me asking?
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almabrds: I'm talking about the NPC mod that is part of killap's Restoration Project 2.3.3.
It's one of the optional modifications, in that list with check boxes, when you run the installer.

Afaik there's no option available to change the NPC mod. If I'm not mistaken what this mod does is add frames files (.frm, .fr0, .fr1, .fr2, .fr3, .fr4, .fr5), which increase the amount of available animations for the followers, I don't think it adds another type of file.
So if you want to remove an animation, you can simply remove the files for said animation, and the game won't load them. But be careful what you do, if you equip the main hero with an object he has no animations and try to use it the game crashes. I haven't checked with NPCs, but it might be risky, too.

What change you want to make to the mod, if you don't mind me asking?
Oh I don't want any changes to the mod.

I always had the NPC amor mod installed as part of the RP since I like seeing the actual character sprites show the armor they're actually wearing. For some reason I just never realised that it also added extra animations, and that this then allowed greater weapon variety for some characters - and I never tried to equip Sulik with something other than melee weapons or SMGs out of habit.

Next time I fire this up I might try out giving him different weapons.
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almabrds: I'm talking about the NPC mod that is part of killap's Restoration Project 2.3.3.
It's one of the optional modifications, in that list with check boxes, when you run the installer.

Afaik there's no option available to change the NPC mod. If I'm not mistaken what this mod does is add frames files (.frm, .fr0, .fr1, .fr2, .fr3, .fr4, .fr5), which increase the amount of available animations for the followers, I don't think it adds another type of file.
So if you want to remove an animation, you can simply remove the files for said animation, and the game won't load them. But be careful what you do, if you equip the main hero with an object he has no animations and try to use it the game crashes. I haven't checked with NPCs, but it might be risky, too.

What change you want to make to the mod, if you don't mind me asking?
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squid830: Oh I don't want any changes to the mod.

I always had the NPC amor mod installed as part of the RP since I like seeing the actual character sprites show the armor they're actually wearing. For some reason I just never realised that it also added extra animations, and that this then allowed greater weapon variety for some characters - and I never tried to equip Sulik with something other than melee weapons or SMGs out of habit.

Next time I fire this up I might try out giving him different weapons.
Hmmm - I'm still a tad confused; I believe I installed everything RP related and my NPC's always reflected the armor they were wearing, but Sulik never used any ranged weapons save the aforementioned pistols and SMG's. Frankly, given his tendency to accidentally shoot Vic I generally limited him to the 14mm Pistol. Nonetheless, it's definitely an improvement over his tendency to run straight into packs of aliens I'm desperately trying to *not* have him engage with, so thanks for the heads up - I had tried a whole bunch of rifles and had just given up on him as a long range character.