MuToiD_MaN
The Freeman
- Joined
- Nov 5, 2004
- Messages
- 4,513
- Reaction score
- 226
I don't know if anyone has tried this yet, and with all the NPC creation around I suspect someone has, but I've discovered on-the-fly character replacement. BTW this isn't for people who are bad at command-line operation. Here's how I discovered it:
By the way, if any of this is unfamiliar, read this thread first, and let me preface this by saying that this is a little long-winded, but with the goal to have others repeat this process:
I'm sure by now most of you have discovered the little box off-map where the Breen torso / sitting Breen delivers his propaganda from. With my npc-config keys I pointed at him and hit the key that was bound to "npc_remove" and Breen disappeared, along with his propaganda. Now just when the citizens below are getting used to the silence in the air, I spawned the G-Man in his place. Since the camera is adjusted for a sitting character, all you saw was his chest, but it was funny to see him there anyway. So then I noticed errors being spat out to the console saying it couldn't find an entity named "Breen". I pointed at the G-Man and went to the console and typed ent_setname "Breen" and voila! He looked at the camera and started speaking in Breen's voice!
Armed with this powerful ability I now set off to wreak havoc on the ending sequence!
It took me a while to discover how to get out of that stupid chair, but you can. If you give an entity a name (I have a key bound to "ent_setname selected") you can then initiate certain actions on special objects. All NPCs can "ignite" (again, see the thread), and when I selected the chair and entered in "ent_fire selected" and hit space, it gave me the chair's list of commands. An "open" and an "exitvehicle" later, I was freeeee!
By the way, this next process works only about 1 out of 10 times. I spawned a G-Man next to Mossman right at the map's start, set his name to "Mossman" and un-named the real one, and then let the sequence go. The real Mossman continued on her scripted way, the convo continued the G-Man stayed put. After several lines of dialog, all of a sudden the G-Man walked through the closed door, speaking in Mossman's voice, and bearing a very, very sad expression. I took that cue to delete the original Mossman and voila! Mossman got a permanent stand-in!
A side note about deleting stuff. If you delete the chair you're sitting in (at least when I deleted my own chair) it makes the game crash hard. Also, deleting a character that is part of a scripted sequence will halt the sequence indefinitely. It will take a few tries and alot of patience to do the replacements.
Now, the G-Man did not have all the sad, womanly character animations of Mossman, so for the most part he just had his arms at his side and just moved to his floor cues, but the expressions and dialog were there, and they were hilarious. Unfortunately, I did this at 3 in the morning last night and I'm at work now, so you'll have to wait for my screenies. But if someone else manages to do this before then, by all means, post your results!
Good luck to you all and feel free to ask questions, but for God's sake, RTFT before doing so! I hate seeing the same ground being covered twice.
By the way, if any of this is unfamiliar, read this thread first, and let me preface this by saying that this is a little long-winded, but with the goal to have others repeat this process:
I'm sure by now most of you have discovered the little box off-map where the Breen torso / sitting Breen delivers his propaganda from. With my npc-config keys I pointed at him and hit the key that was bound to "npc_remove" and Breen disappeared, along with his propaganda. Now just when the citizens below are getting used to the silence in the air, I spawned the G-Man in his place. Since the camera is adjusted for a sitting character, all you saw was his chest, but it was funny to see him there anyway. So then I noticed errors being spat out to the console saying it couldn't find an entity named "Breen". I pointed at the G-Man and went to the console and typed ent_setname "Breen" and voila! He looked at the camera and started speaking in Breen's voice!
Armed with this powerful ability I now set off to wreak havoc on the ending sequence!
It took me a while to discover how to get out of that stupid chair, but you can. If you give an entity a name (I have a key bound to "ent_setname selected") you can then initiate certain actions on special objects. All NPCs can "ignite" (again, see the thread), and when I selected the chair and entered in "ent_fire selected" and hit space, it gave me the chair's list of commands. An "open" and an "exitvehicle" later, I was freeeee!
By the way, this next process works only about 1 out of 10 times. I spawned a G-Man next to Mossman right at the map's start, set his name to "Mossman" and un-named the real one, and then let the sequence go. The real Mossman continued on her scripted way, the convo continued the G-Man stayed put. After several lines of dialog, all of a sudden the G-Man walked through the closed door, speaking in Mossman's voice, and bearing a very, very sad expression. I took that cue to delete the original Mossman and voila! Mossman got a permanent stand-in!
A side note about deleting stuff. If you delete the chair you're sitting in (at least when I deleted my own chair) it makes the game crash hard. Also, deleting a character that is part of a scripted sequence will halt the sequence indefinitely. It will take a few tries and alot of patience to do the replacements.
Now, the G-Man did not have all the sad, womanly character animations of Mossman, so for the most part he just had his arms at his side and just moved to his floor cues, but the expressions and dialog were there, and they were hilarious. Unfortunately, I did this at 3 in the morning last night and I'm at work now, so you'll have to wait for my screenies. But if someone else manages to do this before then, by all means, post your results!
Good luck to you all and feel free to ask questions, but for God's sake, RTFT before doing so! I hate seeing the same ground being covered twice.