NPC Faction Mob Sprite Overhaul#19
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6 pre-existing factions added, 5 new factions added (including Sovereignty)
Since when The Institute have intelligent super mutants?
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Is this safe to testmerge? |
Author
This should be safe to testmerge, I haven't made any edits to the map and the PR only adds .DMI files, no replacements or edits. |
Owner
Ah, if it doesn't have in-game effects yet then there's no need to test merge it yet |
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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. After 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 off map events (mapped events on Z-levels outside of the main areas, added through PRs), for specific custom factions & one Fallout 4 faction.
Recommended Usage
NCR, Legion, BOS, Enclave (apart from Neotek maybe) should all be fine to use.
Institute-based mobs might not be preferable for La Verkin, preferable for off map events.
GLA-based mobs might work for La Verkin, on map events revolving around invasions and off map events are preferable.
Junkers-based mobs are an expansion of the previously created Junkers gang. Most of these NPC sprites should fit in with La Verkin, except for the TOWER MKII which should be used sparingly in events.
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 their lore might conflict with the server. The current year is 2286 and HADES assumes a pivotal role in 2288. I'd say use them for one-offs and off map events, but the tactics-based acmebots and hoverbots might fit the aesthetic.
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 (special thanks to Southern Saint for the certain sprites used), Neotek, Green Element and Chem Cartel concepts.
Pre-Merge Checklist
To Do List:
Create & Add Legion subjects to the Legion NPC DMI.

Create & Add Vanguard Walker NPC mob sprite to HADESspec
Add a proper living speaker NPC mob sprite in the Sovereign NPC DMI
Code in NPCs (preferably, unless someone else does)
Compile NPC specific voicepacks (ongoing)