Fallout tactics brotherhood of steel save editor. Creating a prefab character in Fallout Tactics. Changes in Mercenary Stats

Wow! There is not a word about such a wonderful (yes-yes!) game on such a wonderful site! I mean, not a single article. I can't deal with this! Moreover, the article was written a long time ago and even published. True, I made changes to it: very few screenshots fit in the magazine version. In addition, they are too small and the captions to them have been changed, not always for the better. So...

“But is it possible to drink ale the way you drink it?” It should be well tasted and savored.

This is disenchanted ale, and you shouldn’t savor it ... But it would be a great sin to pour out even such vile slops if they are called “ale”.

Clifford Simak, Goblin Sanctuary

If, throwing emotions aside, you thoroughly taste and savor Fallout Tactics, you can find a lot of hidden advantages in the game that make it, despite the lack of dialogues, no less interesting than its famous predecessors. A huge number of mercenaries of various races, differing in their characteristics, allows you to create different variants detachments.

Fallout Tactics: Brotherhood of Steel: Building a Dream Team


Fallout Tactics: Brotherhood of Steel: Building a Dream Team

Do you seriously believe that it was the stalkers who were the first to start telling jokes around the campfire?

Thanks to the ability to accumulate skills and experience points, the development of fighters can be controlled by building interesting combinations and enhancing the qualities and skills you need. The course of the battle can be accelerated or slowed down as you wish, using turn-based mode off. There are also a lot of small advantages, such as the value of the gender (yes, yes!) of the fighters of the squad in certain situations; the ability to fight without leaving combat vehicles, etc., but more on that along the way.

Fallout Tactics: Brotherhood of Steel: Building a Dream Team


Fallout Tactics: Brotherhood of Steel: Building a Dream Team

The war does not change ... Or is it?

CREATING A HERO

The parameters of your hero are directly dependent on the weapon specialization taken and the expected single or team interaction with the enemy.

Strength. For a hand-to-hand fighter, a blade lover and a master of heavy weapons, it is needed in the amount of eight units. For the first two, the damage dealt depends on the value of the strength indicator; a weak master of heavy weapons simply cannot hold a machine gun in his hands; and he must also carry a supply of ammunition for him. For everyone else, a strength indicator of 5-6 units is enough; at high levels, another four units of strength will give the armor of the Brotherhood of Steel.

Agility. For any hero, it should not be lower than 8 units, and preferably 10. With turn-based mode turned off, a hero with low agility very slowly restores action points and, accordingly, shoots extremely rarely, and the enemy will definitely take advantage of this. Conversely, the hero high level dexterity simply does not allow the enemy to open fire, taking away action points from him over and over again with his hits.

Perception. It is advisable to raise to 8 or even 10 units. Any fighter armed with firearms should not lower their perception below six in any way - otherwise you will be surprised to watch how your protégé enthusiastically releases clip after clip into ... the air, only occasionally injuring the enemy.

Endurance. In extreme cases, this parameter can be left at the level of 2 units, with skillful careful management, and such a character will calmly reach the final.

Attractiveness. If your hero is a loner, two units is enough. But if you want to shape strike force- worth thinking about. Five fighters will go with you through fire and water at any level of attractiveness. But! The speed of the hero's promotion through the ranks depends on her level, and some good mercenaries will go with you only with a high military rank of the character. In addition, a high level of attractiveness helps to sell more and buy cheaper, and if you have a large squad in your charge, you will have to buy a lot.

Intelligence. The commander needs 6 units, it is better for a lone fighter to take 10, because he needs to develop a lot of skills, and the points gained by leveling up will always be missed.

Luck. It is important for everyone, especially for "critical" snipers and lovers of secret locations. In addition, the amount of experience points received by a squad for completing a task directly depends on the level of luck of the commander.

Fallout Tactics: Brotherhood of Steel: Building a Dream Team


Fallout Tactics: Brotherhood of Steel: Building a Dream Team

To be continued!

"But how can you drink ale the way you drink it?" It should be well tasted and savored.

- This is a disenchanted ale, and it is not worth savoring it ... But it would be a great sin to pour out even such vile slops if they are called "ale."

Clifford Simak, Goblin Sanctuary

If, throwing aside emotions, you thoroughly taste and savor Fallout Tactics, you can find a lot of hidden advantages in the game that make it, despite the lack of dialogue, no less interesting than its famous predecessors. A huge number of mercenaries of different races, differing in their characteristics, allows you to create different versions of the units.

Thanks to the ability to accumulate skills and experience points, the development of fighters can be controlled by building interesting combinations and enhancing the qualities and skills you need. The course of the battle can be accelerated or slowed down as you wish, using turn-based mode off. There are also a lot of small advantages, such as the value of the sex (yes, yes!) of the fighters of the squad in certain situations; the ability to fight without leaving combat vehicles, etc., but more on that along the way.

Creating a Hero

The parameters of your hero are directly dependent on the weapon specialization taken and the expected single or team interaction with the enemy.

Strength. For a hand-to-hand fighter, a blade lover and a master of heavy weapons, it is needed in the amount of eight units. For the first two, the damage dealt depends on the value of the strength indicator; a weak master of heavy weapons simply cannot hold a machine gun in his hands; and he must also carry a supply of ammunition for him. For everyone else, a strength indicator of 5-6 units is enough; at high levels, another four units of strength will give the armor of the Brotherhood of Steel.

Agility. For any hero, it should not be lower than 8 units, and preferably 10. With the turn-based mode turned off, a hero with low agility very slowly restores action points and, accordingly, shoots extremely rarely, and the enemy will definitely take advantage of this. And vice versa, a hero with a high level of dexterity simply does not allow the enemy to open fire, taking action points from him over and over again with his hits.

Perception. It is advisable to raise to 8 or even 10 units. Any fighter armed with firearms should not lower their perception below six in any way - otherwise you will be surprised to watch how your protégé enthusiastically releases clip after clip into ... the air, only occasionally injuring the enemy.

Endurance. In extreme cases, this parameter can be left at the level of 2 units, with skillful careful management, and such a character will calmly reach the final.

attractiveness. If your hero is a loner, two units is enough. But if you want to form a strike force, it's worth considering. Five fighters will go with you through fire and water at any level of attractiveness. But! The speed of the hero's promotion through the ranks depends on her level, and some good mercenaries will go with you only with a high military rank of the character. In addition, a high level of attractiveness helps to sell more and buy cheaper, and if you have a large squad in your charge, you will have to buy a lot.

Intelligence. The commander needs 6 units, it is better for a lone fighter to take 10, because he needs to develop a lot of skills, and the points gained by leveling up will always be missed.

Luck. It is important for everyone, especially for "critical" snipers and lovers of secret locations. In addition, the amount of experience points received by a squad for completing a task directly depends on the level of luck of the commander.

It is interesting: Fallout Tactics is perhaps the first game in which gender-related physical parameters of characters matter. During the game, there are narrow places through which broad-shouldered men cannot pass, and female heroes easily! This is best shown in Maycomb - after passing between the wall and the broken car, the female part of the team goes to the rear of the unsuspecting raiders.

The team is ready to have some fun.

In other locations, there are also similar places, which, unfortunately, do not bring much benefit. In favor of the fact that this is not a bug, the following fact speaks: the heroine, dressed in heavy armor, cannot go through a bottleneck. Removes armor and passes quietly.

It is important: in the course of the game, there is a single artifact that permanently increases endurance by one unit. Unfortunately, surgeries that increase the performance of other characteristics, or computer modules that do the same, are completely absent in Fallout Tactics. All characteristics can be increased by one only with the help of the appropriate skills, so you need to be very careful when generating a character.

There is a certain relationship between the value of the main parameters and the presence or absence of certain skills obtained by increasing the level of the hero.

Strength 6 and above gives you the opportunity to get three skills "stone back", which increase the carrying capacity of a fighter - a very useful feature for a master of heavy weapons. The stock of ammunition for a heavy machine gun, available to a hero with a maximum indicator of strength, tends to run out suspiciously quickly during the battle; the same applies to cylinders with a mixture of fire and grenade shots.

Agility 7 combined with intelligence 6- skill "Rate of Fire Bonus", allowing you to reduce the time of the shot by one. A very important skill when using any firearm or beam weapon and grenades by the hero.

Perception 7 and Agility 8- skill "accurate shooter", increasing perception by two units. Especially recommended for snipers, but also good for machine gunners, as it allows accurate fire from long distances. Often, the enemy, stunned from nowhere by bullets flying at him, opens fire from the maximum distance - and of course, unlike a sniper, he cannot inflict any damage ...

Endurance 6 combined with Luck 6 allow you to acquire three skills "impenetrability", each granting 10% protection against normal weapons.

Attractiveness 2- skill "loner, which increases all skills by 10%.

Attractiveness 6- skill "leader". All squad members who are close to the owner of this skill (not necessarily the main character!), Get +1 to agility and +5 to armor.

Attractiveness 8- at level 15, the hero can take the skill "grace of heaven", giving the right to receive the next skill every two levels. In addition, when taking this skill, the highest characteristic of the protagonist is permanently increased by one unit. If the main character has two characteristics of the same level, only one of them will increase. Thus, it is possible to increase Agility or Perception to 11 units with all the enhancements due.

Luck 6 allows you to learn "distance damage bonus", which increases the damage of any firearms. If your mercenary's luck is 5, raise it to 6 as soon as possible, and then acquire the above skill, which is especially useful for machine gunners and snipers.

It is important: reaching the end of the game, the hero will receive 24-25 levels of experience, that is, a total of eight or nine skills. Therefore, their choice must be approached very carefully.

A few words about the features. When generating a character, it is highly desirable to take a trait "gifted"- adding one to each characteristic will not be superfluous. If you plan to conduct ranged combat, take "offhand shooting" or "accuracy"(the first feature, in my opinion, is more effective). A fist fighter and a thrower will suit the trait "one-armed". If you want to limit your participation in hostilities, acting solely as a doctor or driver, your feature is "good soul".

It is interesting: it is possible to create a hero who does not take an active part in hostilities - a kind of diplomat from Fallout 2. Raise the initial indicators of the healing, repair, barter, pilot skills to the maximum - and the civilian character is ready. If you give him high attractiveness and the "leader" skill, the commander will strengthen his fighters, as long as they are nearby. It is such a peaceful hero who can receive the rank of general earlier than other classes.

Peaceful skills

If you have chosen a team playthrough, chances are there is a place in the squad for specialists in any skill. A lone hero will have a harder time - you need to have a good idea of ​​​​what skills are needed in the first place, which ones are second, and which ones you can do without.

Both for the detachment and for the loner, the most important skill is "doctor". Why? Fighters during the battle periodically receive damage that cannot be healed by first-aid kits and time: blindness, broken limbs, etc. Such a character instantly turns into an inactive target, and only a doctor can help the trouble.

Next most valuable skill: First Aid. Using this skill, a broken limb cannot be repaired, but lost health can be fully restored, especially if the wounded cannot afford to be distracted from the fight for stimulants or food. What else do we need?

"Cunning" Skills

Cunning skills include "the doctors", "first aid", "repair" and "science". Why cunning? The fact is that for the frequent effective use of these skills, the hero gains experience, and the level of effectiveness of the skills themselves increases. Best of all, the situation is with medical skills - the level of treatment can be increased to 600 points of health restored in one application!

While everyone is resting, the doctors are working.

Accordingly, the detachment doctor will receive the same amount of experience. With high luck, it is enough to have a base level of the "doctor" skill of 40-50%, and through constant use, you will raise it to ... and there is no ceiling! In one of my squads, the doctor had an efficiency level of 800%, then the growth stopped - first-aid kits ran out.

Where to take so many wounded? They are in every bunker, among the allies ... finally, on some maps there are wounded brahmins. There is another special place: the post-apocalypse riders secret location. Each of the four riders is in a state of "death", and fully cured has ... 100125 health units! Just a holiday for the doctor!

Repairs are a little worse - for some unknown reason, a mechanic will only gain experience if the vehicle has not been fully restored. A very sad situation with "science" - literally a stone's throw from the final, you can endlessly get 40 experience points by turning generators on and off. It is unlikely that a detachment scientist will be able to raise the level in this way. But a doctor and a mechanic, especially if it is a multi-class specialist, is a completely different matter!

Breaking. A skill of average utility, there is not a single “sub-lock” item in the game that you could not do without. But if there is a cracker in the team, he will not be superfluous. It is enough to develop this skill to the level of 110% - and the vast majority of locks will be broken.

Theft. If you don't have a strong prejudice against stealing items from allies' pockets, this skill is for you. There are quite a few pieces of equipment in the game that a novice fighter cannot win, buy, or receive as a trophy, but can only be stolen. For example, General Barnaki has a machine gun or books of "scout" and "first aid" from civilians in Junction City.

To be precise, the same machine gun as Barnaki's can be recaptured from mutants or robbers over time, but by that time something more lethal will already be in service with the squad. It is enough to develop the theft skill up to 110%. Unfortunately, experience points for a successful theft attempt in Fallout Tactics do not count.

The best way to disarm the trap is to shy away from the machine gun.

Stealth. Needed mainly by fist fighters and melee masters, since they cannot deal damage from afar. The disadvantage of this skill is that heavy armor significantly reduces the ability to go into the shadows, and the fighter who started the attack will not be able to go into invisibility again, will fall under enemy fire, and if he light armor... in general, it is up to you to decide whether to develop this skill.

Traps. It may not be developed at all. Periodically come across books, after reading which the warrior will gain experience in demining. Situations when disarming a trap is necessary according to the plot are quite rare - for example, in the city of Quincy. In addition, any fighter with high perception is able to detect a mine and apply an alternative mine clearance with a grenade throw or an automatic shotgun burst.

The science. Books on developing this skill are the most common, and the skill itself will be needed five or six times per game.

Repair. An extremely useful skill. You won't have to restore generators and elevators, but you will often have to repair equipment damaged in battles. And if the squad has robot, a repair specialist will be needed to restore it. Fortunately, this skill can also be increased with the help of books.

Pilot. In principle, any fighter can drive military equipment, even if his efficiency indicator is at the level of 5%, but a hero with the highest level of the "pilot" skill will sit behind the wheel of the vehicle. Since the driver’s ability to conduct an effective battle sharply decreases without leaving the vehicle, it is worth putting a hand-to-hand fighter or a blade master behind the wheel - if only they exceed the rest in terms of aerobatics by at least 1%. This skill also increases with the help of books.

Barter. We sell expensive, we buy cheap. It is necessary if there is no thief in the team, but you can do without - walk around the wastelands, collect more weapons ...

Why do we need body armor if we have a tank?

Gambling. Funny skill. Having little to no experience in it, start the game and bet ... one round! In a few minutes, your opponent will become the owner of a dozen rounds, and you will receive a valuable piece of equipment. Of course, with high luck. Developed to 140%, the skill becomes very useful - most medics and mechanics in bases are susceptible to gambling addiction, which allows you to replenish stocks of medicines and tools free of charge. Moreover, the Quartermaster of Gamma Base is also inclined to play, and this promises very big opportunities. The fact is that the unusually expensive unique equipment that appears at the bases towards the end of the game appears immediately with all quartermasters. All that matters is to come to Gamma and play a little with the quartermaster of the base. You can even solve your financial problems by winning equipment over and over again and selling it right there.

Naturalist. The most important skill. The real curse of the wastelands in Fallout Tactics has become random encounters that literally exhaust the squad at low levels. But it's worth raising the naturalist skill to 100%, and you can avoid most dangerous encounters at will. In addition, this skill is needed to find secret locations, and there are exactly thirty of them in the game. Moreover, if you raise the "naturalist" to 130%, you can not take special skills designed for searching secret places. You will still be able to spot most of them.

Changes in Mercenary Stats

So we come to one of the most interesting features of Fallout Tactics - the accumulation of experience points and skills. Fallout 2 masters will surely remember that trying to put a skill off until something more interesting appeared in the selection column ended in its disappearance after the next three levels. True, the situation could be corrected by changing the parameters of the hero with the help of medical special equipment and taking the necessary skill that appeared. In Fallout Tactics, the chemistry trick doesn't work, but it doesn't need to. Just do not take the skill at the 3rd, 6th, 9th levels. They do not disappear, but wait in the wings. The situation is exactly the same with experience points: they reach 99, but do not reset to zero, as in Fallout 2, but continue to accumulate further. What benefits does it provide? Among the mercenaries at the very beginning of the game there is a certain Thorn. She has good strength, agility, stamina and perception - an ideal candidate for machine gunners. Alas, her original specialization is edged weapons and unarmed combat. We take her to the squad and start accumulating experience and skill points, anyway, there is no machine gun in stock yet. At the same time, Thorn does not sit idle at all - melee weapons in Fallout Tactics are very effective. Finally the mercenary reaches level 12 when the skill appears "prize", allowing you to take an additional weapon skill, as well as numerous skills that allow you to increase basic characteristics. A little earlier, after the ninth level, we already took her skill "mutation" and acquired with its help the feature "shooting offhand". Now add skill "heavy weapon", drive the stored experience points into it, add the skill "accurate shooter", with the help of another free skill, we increase perception. Everything, the machine gunner is ready!

Well, why is all this necessary? What, among the mercenaries there are no specialists in heavy weapons? Of course have. But most of those available at the first levels suffer from some drawbacks: sometimes perception is low, sometimes dexterity, then intelligence is three - and this makes it impossible to obtain a skill "Rate of Fire Bonus" and reduces the effectiveness of the fire. Another example: a mercenary has a luck of four. At the ninth level, we take a feature "gifted"- luck becomes equal to five. At level 12, we add another unit of luck - and we get the opportunity to get two skills "bonus damage at a distance."

So the game has an effective tool that allows you to make a very formidable fighter out of an average mercenary.

Mercenaries

First of all, the mercenaries are divided into several groups that become available for hire as the game becomes more difficult, and into several races that appear in the group of mercenaries after completing a certain task. In addition, among them there are several unique personalities, the hiring of which is subject to certain conditions.

People are the most numerous group, the maximum basic indicators of all characteristics are 10. Strength can be increased to 12 with the Brotherhood of Steel armor and up to 11 with the skill "grace of heaven", the rest of the indicators can also be increased to 12 with the help of drugs. Any weapon is available to them, but armor is only made by people.

It is important: it is highly undesirable to accept all sorts of amplifiers of physical characteristics during the first tasks. The squad will pass the mission with a bang, but during the return to the base there will be an inevitable meeting with the enemy - the level of "naturalist" is too low! It is then that it turns out that due to the "breaking" half of the detachment cannot use weapons, and the other half has lost consciousness altogether and does not move.

Seven ghouls on a dead man's chest!

The next large group is ghouls. Them distinctive feature is a high perception - up to 14 units. This makes them good snipers. Unfortunately, high perception of ghouls comes with low agility, and this reduces the effectiveness of weapons. Ghouls gain a skill every four levels, but if they have the "deceiver of death" trait, they gain a skill every three levels. That's just a deceiver with the next increase in the level can catastrophically lose health or even die, so he needs constant monitoring.

Another unpleasant feature of ghouls - "shining". Such a fighter looks like a miniature walking nuclear reactor - it glows in the dark and infects everything around with radiation, but, strangely, this ability is turned off in the vehicle. You need to keep him away from the squad, and when the "mutation" skill appears, change the "radiance" to something more suitable.

Any weapon is available to ghouls, but there are slight restrictions on armor. They may wear own armor(for such fighters, when hiring, the indicator of armor is blue), the armor of a brahmin, power armor Brotherhood of Steel and natural armor. The first modification of natural armor is preferable, since it does not reduce perception.

Among the ghouls, you can meet an old acquaintance - Harold - and the only thief among mercenaries who knows how to pick pockets and open locks - Babs.

Deathclaws. Sounds like. Swift, incredibly strong and agile (13 and 14, respectively!), very resilient - oh, what warriors! If only they could wear armor... Claws gain a skill every four levels. It is from them that the best silent killers come out.

As a weapon, they can be given any throwable objects, from stones to grenades; with the exception of spears and throwing knives. They also have access to all types of combat gloves and the only bladed weapon: a transverse dagger (aka a fist knife). It is not entirely clear why they need it, since an empty clawed paw does more damage, but the fact remains.

In addition, the claws have another, unexpected, specialty - pilots!

If a lone deathclaw meets a group of raiders, it will come out victorious. One on one with a mutant will also win in most cases. Robots will be bombarded with grenades and possibly finished off with power gloves. The best of the deathclaws is the Mother. What a pity that it is impossible to choose the main character from this group!

super mutants. Huge clumsy uncles. And aunts. The base indicator of strength reaches 13 units. They wear their armor and the armor of a brahmin. Use any edged weapons and any combat gloves. From firearms, machine guns, grenade launchers and flamethrowers are preferred. Of the energy weapons, only the rapid-firing laser is recognized. They have an unpleasant feature - "stink", which reduces the perception of all members of the squad. Thanks to the Steady Hand racial skill, these are the fastest machine gun shooters in the game.

The Super Mutants Meet the Mega Super Mutant!

What to steal from a cow?

Robot. The only representative of the group will appear among the mercenaries after visiting Cayon City. He owns any firearms and energy weapons, fights well hand-to-hand. Refuses to take stimulants and food, as well as drink cola. Probably for fear of a short circuit. Therefore, it should not be treated, but repaired. The only armor available to the robot is the armor of the brahmin. Produced at the same name secret location.

It is interesting: it is believed that the armor of a brahmin is the skin of an unfortunate animal standing in a paddock guarded by four turrets. Nothing like this! If you turn off the sniper's aggression and move in such a way that only one turret is in the field of view, you can destroy them all, and the brahmin will remain alive. After that, the brahmin should be robbed, and the armor will be in your backpack. By the way, this is not the only brahmin in the game that has useful items. I just want to know where they manage to wear them?

The robot gains the next skill after 99 levels. If you sit down at the game for ten years, wandering the wastelands and gaining experience, you may be able to find out what other skills are available to him. You decide.

Unique Mercenaries

These four fighters can only be found in secret locations. If you come across a “gouge out your eye” location, you are unlikely to confuse it with another.

Don't be in a hurry to get moving. Very soon, the first candidate for the squad will pass by your group - the master of hand-to-hand combat Riddick. Do not follow him, but wait until the hero disappears from sight. If you manage to get to the exit from the location (you can just run through it headlong) and Riddick stays alive - look for him among the mercenaries. Provided that at the time of visiting this location, the squad had free place.

The Brothers Grimm location will bring a meeting with two mercenaries at once. Jim lies with a broken leg, and his brother asks your squad for help. Steal the books of repair and science from Joe, and then heal the wounded man. The brothers will thank you and leave from there, after promising to visit the brotherhood. In no case should you leave the location without waiting for the super mutants to leave it, otherwise the promised meeting will not take place. Storytellers will appear among the mercenaries when main character will receive the title of "paladin-warlord"; this usually happens at level 17-18. Jim is the fastest machine gunner in the game, and his brother is a good fist fighter.

It is interesting: probably, the mutant brothers are not named after storytellers, but after their famous namesake, the mutant Joe-Jim from Robert Heinlein's Stepchildren of the Universe. There are quite a lot of references to various works in the game: in the Peoria base you can find a magic ball that got into the game from the movie "Phantasm", and in other places the squad finds a terminator's hand that destroyed his abs and even meets with a liquid metal brahmin!

And finally, the fanfare! — Pip boy. More precisely, even two. Which of them will be in your squad depends on the number of mercenaries accompanying you. If there are four fighters in the squad, including the main character, Pip-Boy will join the squad immediately, right at the location. You will get a level 8 fighter with 10 luck, specialization in light, heavy and energy weapons and stealth, armed with an assault rifle.

If there is only one empty seat left in the squad, after the conversation, Pip-Boy will head to the exit from the location - you must wait for his exit - and appear among the mercenaries at the base. Only it will be a slightly different Pip-Boy: strength 8, level 14, specialization in light and heavy weapons, fist fighter.

It is interesting: in the second case, the Pip-Boy will be equipped with the “observation” skill, which allows you to determine what the enemy has in service and how many health units he has left. The skill works even when the enemy is not in the direct line of sight of its owner, as long as someone from the squad sees the enemy.

Pip-Boy kicks without reloading. The leg is eternal.

Pip-Boy has a few features that are unique to him: first of all, reduced movement speed - which is quite understandable with his growth. He can wear any armor: ghouls, mutants, robbers; with the exception of the unique El Diablo jacket, bought at the secret location "Market Day". The only pity is that his appearance does not change from wearing armor - it would be funny to see how this crumb looks in the spiked armor of mutants.

Pip-Boy is absolutely not accustomed to bowing to bullets - he categorically refuses to squat and lie down. By the way, because of this feature, he cannot penetrate some hard-to-reach places. Pip-Boy carries a heavy machine gun in a special way and, like a mutant, fires from it with one hand. Despite this, the Steady Hand skill is still not available to him. To top it off, you should look at his hand-to-hand combat - this kid considers it beneath his dignity to kick the enemy like the rest of the fighters, and uses his own style. Take him to the group - you will not regret it!

According to unconfirmed reports, somewhere in the wastelands you can find a brahmin mercenary, a doctor by profession. I didn't have to meet him. Perhaps luck will smile on you.

The composition and size of the detachment

The decision on the combat professional composition of the squad does not have a rigid framework: you can take some snipers, you can take fighters with energy weapons, it completely depends on your preferences. The quantitative composition of the detachment is even less limited: the game can be played alone, together, etc.; but as for the maximum number of fighters, not everything is so simple.

It is interesting: a sniper and a machine gunner with an attractiveness of 6 can make a good combat pair. The "leader" skill strengthens everyone around its owner, except for himself. If each of the couple has such a skill, they perfectly strengthen each other! And dexterity and armor do not happen much.

Are we making some noise here?

Yet what kind of squad size will suit you more: eight soldiers? Ten? Fifty? One hundred? True, such an increase in the number of fighters is not possible at any time in the game, but only after completing the task of rescuing the elders of the robbers in Newton. This is a bug, but useful or harmful - judge for yourself.

Another discovered elder, after talking with him, joins the squad for a while. Following the task, we take him to the exit zone, he says words of gratitude and frees up a place in the group for the next robber. This is under the standard scenario of events. The bug manifests itself in the following situation. In Newton there is the most powerful representative of military equipment - a tank. We drive a completely repaired tank into the exit zone and, upon the arrival of the convoy, we put the rescued elder into it. A place in the squad will be freed up for the next robber to join, but the elder will remain in the tank! If desired, we put the three remaining robbers in the tank - the task is completed, and if there were six fighters in the detachment, now there are ten. But that's not all.

It is important: on unknown reason the three rogue leaders are extremely attached to their armor - if it is removed, they will refuse to put on any protection at all. Well, at least they use any weapon. The most sensible of the robbers is Tobias Peste. He uses any armor and is always happy to show off in Brotherhood of Steel power armor.

It's like we're playing X-Com! Isn't that Small UFO?

Upon arrival at the base, the following changes are revealed: the main character received the rank of general and ... was removed from the command post. Now one of the robbers is in command, which must be carefully guarded - the game will end with his death. When you try to hire someone else, you will also see that none of the mercenaries are no longer available for hire, but you can fire the main character from the squad. But that's not all.

At some point, maybe when you return with your crowd from a mission or boot up after an unsuccessful attempt to rob a medic, you suddenly find that in the line of portraits between the robbers and the commander, new character... If you double-click on his portrait, you will find yourself in an empty place. In short, a ghost. We go to the commander of the mercenaries and fire the ghost; and turning the window, we are surprised to find in the detachment all the mercenaries who have ever been part of our detachment even for a second. It is possible that later the ghost will again appear in the squad and an attempt to fire him will give the same effect.

It is important: starting to increase the detachment, it is necessary to stop in time. Too large a squad will simply “slow down” the computer, and there will always be a risk that not all fighters will be able to fit on the exit grid, especially in the final, which means that someone will have to be sacrificed. In addition, there is another danger - the detachment will simply not be released from the base to the mission - without explanation. In this case, check the position of the main character in the line of portraits. It should always be the fifth, in extreme cases - the sixth. But if you correct this condition, you run the risk of further increasing your rather big squad...

Alone in the bunker is not a warrior!

It is not very easy to manage a squad of 80-100 fighters, and if, with an uncontrolled increase in the squad, a couple of “stinky” mutants and two or three “shining” ghouls come across among them, management will generally turn into a nightmare. One way to get rid of dangerous allies is to send them in the vanguard to meet the enemy.

However, there is a safer way. If you are preparing in advance for the future creation of an army, take only useful companions (with high perception and dexterity) into the group - they will be in the squad with its uncontrolled increase. The most useful in this regard are the sniper, the master of energy weapons and the master of heavy weapons with grenade launchers, since machine gunners in battle cause damage to everyone in the line of fire.

It makes sense to take care of creating a supply of energy weapons, first-aid kits and armor - so that with an increase in troops, there will be enough for all the soldiers.

It will sometimes be very difficult to manage a huge sedentary group, it is also very inconvenient to treat the wounded by checking them one by one (the “observation” skill will help a lot). But who can now resist the most powerful volleys of your squad?!

Console activation:
During the game, hold down the left while pressing enter the codes.

I_want_be_god - your fighters are invulnerable
I_want_big_guns - You get all kinds of big guns

Also some small hints:

About the Ctrl-Q Code in Magic Trainer Creator...

I have not yet seen its description anywhere ... Meanwhile, this is the most necessary in
au pair code! ;)
Description of other codes:

1. ctrl+g - immortality
3. ctrl+z - go to the map without completing the task...

What is Ctrl-Q ?

To explain - this code does two things to the arms dealer in your base.
First, almost all weapons appear in his inventory. Secondly, the quantity
of all things becomes 9999.
Cool, right? :))) But there is one BUT (or not one...). Some things that
I would like to have more, they don’t appear at the merchant - well, apparently, he doesn’t
answers. But others have them - a doctor, for example, all kinds of "private traders", and
in general - books, say, you are looking for during missions ...
So, the algorithm follows from here: we rob all merchants, all interesting to you
things found during missions are also not thrown away or used, but carried to
native gunsmith. Medicines, books, master keys, tool kits, in short -
in general everything. The main thing is that you sell him at least one copy of these things.
Then we end the conversation with him, press Ctrl-Q... and... well, I hope you
understood;))) Then we buy from him, but we don’t sweep everything off the counter - we must
stay AT LEAST ONE copy of each item. When he ends something -
just press this combination again, the total will become 9999 again.

Duplication of technology
Stop while moving on the map
You bring the equipment close to the exit zone
You leave the vehicle in a group directly to the exit zone from the location
You return to the location of the "techniques" and sit down in it. After leaving the location
inside there is a duplicate of the car (without things).
The number of remaining takes is equal to the number of exits through the machine.

Fallout Tactics: Brotherhood of Steel showdown

Fallout Tactics: Brotherhood of Steel has already firmly established itself in
Winchester fans. The game is good, no doubt, but ... as always, something turned out
not the way we expected. Still, ideas about perfect game Australians from
14 East and a simple gamer may not coincide in some ways. Let's put aside emotions, because
talk on the topic "and here I am, if I were a developer ...", groaning like an old man
about the "crooked youth" everyone can. How about roll up your sleeves
get a dusty set of tools out of the closet and show the world what you are good for
Russian Fallout gamers? Twist in one place, tweak in another -
you see, after your intervention, the game will sparkle with bright bloody colors,
reaching unprecedented heights of gameplay / design and smiling at the wide toothless (radiation)
mouth. Controlled mutations, so to speak. Genetic engineering at its finest.
It is possible that in the game you are satisfied with every pixel, every millimeter
interface, every wart on the affectionate face of a nuclear mutant. Described
the state of permanent delight is not a hindrance. It is not necessary to change anything
you can just go through the directories of the program, wonder what
the developers hid in the radioactive bowels of game resources, and there
a lot of fun. For an example, see the sidebars that show
the most interesting moments of the autopsy. The main text of the article is
the quintessence of information on files containing various game "hubs"
(in other words, "junk"). That is, what you are used to reading in the "Code"
("Game Resources"). But since there are a lot of such files, it is worth telling about them.
separate article.

General provisions
Putting on an anti-radiation suit and taking Rad-X pills (no more
one standard), you can take on your favorite business. Game resources are packaged in
*.bos files (located in the \Core folder), which are the most
real zip-archives (with zero compression!), even though they were renamed.
Unpack files to an arbitrary directory (do not forget to tell the archiver
keep the original directory tree, otherwise you will get an empty hodgepodge of files),
edit at your discretion and then pack back, mindful of the degree
compression - 0 (this is a must!). You can unzip the resources into a directory, in
which they were originally present, the speed of loading new locations and graphics
in this case will increase significantly. A similar feint will be useful for machines,
equipped with 256 MB of RAM: even on such "monsters"
inexplicable brakes. We will immediately list in which archive what lies, so that
simplify your task of finding the data of interest as much as possible.
campaigns.bos - all missions for single player mode (*.mis-files, structure
which remains a mystery to us until the release of a special editor). Here
there is an extremely entertaining campaigns\mission_to_cd.txt file responsible for
mission sequence. Try playing with the order of the levels,
if there is no strength to wait for the end of the wanderings, but to find out how the matter ended,
I want to.
entities.bos - description of active game objects (heroes, weapons, enemies and
means of transport). Without a special editor, again, it's better not to meddle,
although... do you know how to use a hex-editor? Try opening *.ent- with it
files and look at their structure - with due diligence, you can dig up some
useful information. And if it does not work out, then look at the pages of the "Code",
everything is detailed there.
gui.bos - interface design elements plus some game graphics
(medals, cursors). If you want to edit cursors - rate the file
cursors.cfg, where they are all written together. No less interesting things were
found in the def_style.cfg script (mostly color schemes).
locale.bos - the vast majority of text messages are deployed here
(see below).
sound.bos - soundtrack. Split into two folders - \Ambient
(background sound) and \Game (effects - the cry of monsters, explosions, etc.). *.wav and
*.mp3 has not been a mystery to anyone for a long time, so you can do what you want with voice acting
whatever. Do you want your operating system to start with the screams of copulating
Deathclaw, did the work end with a juicy nuclear explosion? You and the sounds in your hands.
sprites.bos. Sprites - they are after nuclear war sprites. fighter figures,
mutants, cars and hundreds more items.
tables.bos - various tables responsible for the starting placement of races,
animation of soldiers and a bunch of other things. If you "pick" it with the editor, do not
forget about the existence of tabs - special characters, without which nothing
will not work (from the side of tabs they look like several consecutive
spaces, to insert them use the Tab key on your keyboard).
tiles.bos - the most cumbersome archive, chock-full of tiles (elements
level design). The floors and ceilings of military bases, debris, destroyed cities and
other post-apocalyptic exotics may be useful for those who like to make something
something like that with your own hands. How about sculpting a level for Q3 or
Fallout-inspired UT?
Additionally, I recommend taking care of viewing the \Movie and \Music directories,
located in the main directory, outside of all sorts of archives. In the first
there are videos (* .bik, you can view it with Bink Audio Player), in the second -
music in mp3. If you want to enrich the toy with your favorite music, discard everything
tracks of interest to the \Music\Custom folder and turn on the appropriate option in
game settings (Use custom music).
Now let's go through the insides of the most interesting files, let's see,
what opportunities the Australian developers have given us.

Mutated letters
Steel brotherhood, mutants are good, but somewhat standard and terrible
hackneyed. After all, how much can you rape storyline original
Fallout? They wouldn’t have come up with something more interesting, because they are lazy ... but it would be nice
transfer the epic action to the streets of your native Uryupinsk (look out the window -
doesn’t the landscape look similar?), and appoint a neighbor on the stairs as the main mutant
site of Vasily Alibabaevich, a good friend and comrade. Well, I exaggerate this. But also
it is not difficult to perform such an operation.
It’s worth starting with the characteristics of the heroes that are found in the file
\Locale\Game\characters.txt (inside the locale.bos archive). Here's more than
illustrative example.
name_CORE_medic = (Doc)
Character `s name. Can be replaced if desired. Pay attention to (curly
brackets) - nothing will work without them.
desc_CORE_medic = (The medic is an all-round combatant, but is best kept to
the rear of combat to provide much needed medical support.)
Description of Comrade Doc. Can you come up with something more original?
for example: "An experienced drug addict who exchanged weapons for a faithful syringe, drive
who is a fellow soldier in soft tissues - his favorite pastime. "I will immediately turn to your
Attention. Similar vulgarities, which in another game are exactly like vulgarities and
would look like with FT rolled at times. The world of post-nuclear apocalypse dry ration
gobbles up any dirty jokes that look great during the gameplay.
It affects the fact that the native English text is not far from the slang of the gateway
black ghetto.
There is nothing complicated in editing text, so I’ll just list where
look for the rest of the files, and you can deal with them yourself. More
Let me remind you about curly braces - they are required.
\Locale\Errors - system error messages. If the toy is godless
buggy, loudly falling out in Windows at every opportunity, do not miss the chance
slightly brighten up this disgrace with cool comments (especially zealous fans
Microsoft will probably insert a mention of BG here every two lines).
\Locale\Game is the repository for most texts. Of particular interest are the following
samples.
weapon.txt and ammo.txt - weapons and ammo. As you can see, in the game
there is no our, Russian weapons at all. So why not replace some
Robot Mini Gun on your favorite AK-74?
items.txt - useful and not very little things. Since it's happening in Uryupinsk,
avoid introduction unique item called Vodka - where without it,
especially since it removes radiation as if by hand (this is if you replace it with an alcoholic
drink appropriate stimulants).
skill.txt, trait.txt and stats.txt - statistics, special skills and skills.
You can use these files as for informational purposes (see for
why this or that skill is needed), and with "hacker" ones (change the names of skills,
for example).
taunts.txt and badwords.txt - the first file is a list
characters' statements. The choice of words they utter on each occasion - from
successfully hitting an opponent before receiving a critical wound. Good ones,
correct phrases (although something can be corrected), some of which are included in
a separate sheet, - the second file ("bad words"). traveling abroad, and
strenuously studying English language it is highly recommended to memorize all this. What the
knowledge of the language without its basics? The game is really unique in terms of the presented
in the speech of jargon characters. Recommended for familiarization even for people with advanced
knowledge of the language.
\Gui - the interface in all its glory, hints and a list of authors. As always,
we introduce confusion and everything that has already been covered using the example of previous materials.
\Mission - consists of a number of directories in which everything that has
attitude to game missions (including voice acting in mp3). Act in accordance with
own ideas about the plot, by analogy with other texts.
Reading the previous paragraphs, you must have thought: "Uryupinsk is, of course,
OK. What kind of mutation just happened to its inhabitants, that they all at once
native, great and mighty forgotten, mysteriously learning bourgeois
dialect?" The discrepancy turns out, even take on Russification yourself. So I started
conduct investigative experiments, trying to teach the toy the native language, how
suddenly it turned out that she understood him perfectly from birth. Make sure of it
you can look at the contents of the file gui\font\fnt_Monitor_outline.png (archive
gui.bos), so feel free to use Russian letters when working on
text - tested, works.

apocalypse tomorrow
Summing up, I note that the possibilities for editing the game really
practically limitless. If you link everything that I managed to find, it will turn out
enough materials to create a good modification. And that's just the tip
iceberg. A lot of interesting things, buried in the depths of *.bos-archives, are waiting
your attention - you just need to stretch your hands. Not far off and the release of the editor
levels / graphics, which means that we will have even more opportunities for "parsing"
games.
I want to warn you about one thing - do not be lazy to make backups,
especially before serious editing, in order to insure against constant
reinstalling the game. The FT engine is a finicky creature, it accepts any changes
with displeasure.

In core\tables find the Races folder in it find the parameters of the humanoid and change
them according to the following table:
- - - - - - -
= - - - - - -
- - - - - - -
((-) - the value that you enter yourself)
((=) - the value you enter here must be 5 points less than all
the rest of the values ​​you entered)
Good luck!

If you are stuck and can not complete the game, then especially for you in the game
GOD mode is provided. It is enough to have a Magic Trainer Creator and be able to
use :)) at 89CFA0
change the value from 00 to 01 and in the game use:
1. ctrl+g - immortality
2. ctrl+w - move to any place in the location
3. ctrl+z - go to the map without completing the task...etc. (see codes in
information to the trainer on this site)

If you urgently need a level, but there is not enough experience, you can swing the player or NPC.
To do this, rob one of your group by throwing items with a DOUBLE click
right button mice.
An inscription appears:
That is not a valid item.
And the one you steal with gets 15 XP. Little, but sometimes useful!

Ten fighters in the detachment is not a dream, but a reality!!!

When you go on the fourth mission in the delta bunker you will need to rescue
four "cones" of robbers: a doctor, a warrior, a scientist and an ambassador.
I want to please you, finally you will have a TANK, but in order to move it
you need
fix it well so grab 2-3 rem. kit and a good mechanic.
And now about the main thing, save everyone and put them in the tank, but there is one glitch you can
command only one of the four. You need to put one in the tank and drive
tank into the exit zone on half of the hull. Then run to save and put in a tank
all the rest in turn.
The scientist should give you the key to the safe with the EMP rifle. Try to whistle at him
this key to the exit zone.
After you have all or some of the rescued sitting in the tank, enter
exit zone for the entire squad. You will be told that everything is fine, go back to the bunker. Those
who were sitting in the tank there and will remain, select them and leave.
That's it, now you have 6-10 characters in your squad.

How to become "immortal".
Buy a mouthpiece (I saw it for sale only in the first and second missions)
and put in any NPC's hand. Now you have 76,000 lives with pennies and
as much skill for small weapons.
Strength also rises to 12.
After that, you need the doctor to fully cure your NPC, for this you can
you will need several first-aid kits of a doctor with a healing skill of at least 100%.
P.S. At each new level, lives will be reduced to their present
quantities, so stock up on first-aid kits especially at the beginning of the game.

You can copy things like in fallaout 2
T.E. throw a thing (for example, in a bunker) exit the map menu without leaving the game
alt-tab exit to Windows, and in the directory \Core\user\$$current$$ copy to
another directory file bunker.sav, go into the game, into the bunker, pick up the thing,
go out to the map menu, alt-tab go to Windows and copy the file back, and when
entering the game, the bunker we have a thing in place => two things.

This small guide was created to help those who want to change the usual Fallout Tactics beyond recognition, create their own mod (by copying just a few files with a total weight of about 2 MB to another version of the game, you can replace all the shouts with more natural ones - after all, even the English version understands the Russian language , than you can achieve your own Russification) or make your life easier by slightly (or a lot, or VERY MUCH) by increasing the characteristics of the characters.

It is clear that these actions can be performed for amusement (you give "clots" screaming about widespread racism, super mutants inviting everyone to take a dip in the mud bath for longevity and vitality, and - for a snack - robots muttering "Fatal Error at 233AC4:5DAF21 adress , Windows 2077 is shutdown"!), to facilitate the passage (which you can still understand) or to turn the passage into a pleasure walk through the places of glory of the brave brotherhood army (which is already sacrilege).

Working with trainers (programs that make it easier to pass the game and give you the ability to automatically restore life, give immortality, etc.) and specially created programs is easier than changing the game files on your own, but it is not able to fully realize your fantasy. So with the help of the Internet, you can make it easier (or maybe complicate?) The passage of the game. However, think about whether you need a simple walkthrough that eats up all the interest from the game?

Trainer for Fallout Tactics: Smaller version - http://www.vistcom.ru/~jamper/files/cm-ftatr.zip . Allows: Ctrl-A - select the fighter you want to play, Ctrl-G - invulnerability mode, Ctrl-W - teleport the fighter to the desired point, Ctrl-Z - interrupt the mission. It takes only 12 KB.
Trainer for Fallout Tactics: A bigger option and you can do it without bread - http://www.vistcom.ru/~jamper/files/65689_train.zip . The functions are identical, but it already takes about 500 KB. To run the trainers, copy them to the directory where you put Fallout Tactics. To launch trainers, first launch the trainer, and then the game itself and use the indicated key combinations.
Fallout Tactics Editor - http://freelancer.ag.ru/cgi-bin/freelancer/download/load.cgi?/fallout/download/bosedit.zip . A program for changing the parameters of characters and inventory. It is used, of course, only for cheating purposes.
Fallout Tactics Bosche - http://freelancer.ag.ru/cgi-bin/freelancer/download/load.cgi?/fallout/download/bosche.zip . Save editor. It can also instantly improve all soldiers and put the coolest guns in their hands.
Inverter cracker - http://www.vistcom.ru/~jamper/files/07/races.zip . For what - it is understandable, the program is distinguished by a small size (3.7 Kb). Allows you to select any fifty items at the start of the game.

Actively using these programs, it is not difficult to complete the game. But think again, do you need such a passage?
Weaning from a CD is an important thing for everyone, especially for those who don't already have the CD. Do a full installation, and in the cd.cfg file in the Core folder, change the line (cdPath)=(Your CD) to the path to the game, for example (cdPath)=(D:\Games\Fallout Tactics). Required with (curly braces)! If you want to watch screensavers earlier than necessary, use the Bink Audio Player program to view video files (often lies on disks like "Best Utilities and Programs-2003", it's expensive to download from the Internet). The video files themselves are located in the D:\Games\Fallout Tactics\Core\movie folder.

Next, in the D:\Games\Fallout Tactics\Core folder, there are several files with the .bos extension. Use WinZip or WinRar to open these files. After modifying these files, save them under the same name with ZERO compression. If the files are packed and/or don't have the .bos extension, the game won't see them.

The contents of the files are as follows:
Compaigns.bos - campaign files. You can even change the sequence using the mission_to_cd.txt file. Just what will level 1 heroes be doing in Vault Zero?
Tables.bos - game tables. Editing is difficult - Frank himself will break his leg.
Sprites.bos - game sprites. You can change the whole appearance game, but be careful to keep a backup copy of the modified files.
Locale.bos is the most important file. Inside the files for Russification:
- Skill.txt - formulas for skills, for example, mod_pilot = (200% + (PE + AG))), PE - perception, AG - dexterity. Bet at least on (300%), it will only be more fun.
- Characters.txt - names and biographies of characters. It can also contribute to the creation of your mod.
- Weapon.txt and ammo.txt - description of weapons and ammo, respectively.
- Items.txt - "peaceful" items, like stimpacks and master keys.
- Skill.txt, trait.txt, stats.txt, perk.txt - description of skills, parameters, perks.
- Taunts.txt and badwords.txt - screams during the battle and other chatter. Highly recommended change!

By the way, if you put the files from the archives into the archive folders of the same name (which you have to create yourself), the game will work a little faster.
Now you can start changing the game, creating a small mod, or a sacrilegious simple walkthrough.


1.2.1.1. Race
- Level: character level (initially - 0).
- Rank: rank in the BS. Put something other than Civilian (Civilian), because. His ranks don't seem to be growing.
- XP Rewad: experience gained for killing. Does not apply to prefab character.
- Race Type: race type. You can choose according to your tastes. Race type affects stats, etc.
- Turret Armed: only for turrets? Does it say if the turret is armed or not? I do not know for sure. Turrets in the game have this flag unchecked.
- Knock Down Chance: Chance to be knocked down. The lower the number, the lower the chance? The default is 0.1.
- Gender: gender. For robots - androgynous.

1.2.1.2. NPC Speech
- Start Posture: start position? Possible options: Stand - stands, Crouch - sat down, Prone - lay down? The default is stand.
- Random Speech: Possibly the type of phrases (like a weapon - type of sound?) spoken from time to time.
- Click Speech: possibly the type of phrases spoken when the character is clicked with the mouse.
- Enable Script Event: Is there an attached script?
- Is General: Is the character a general capable of issuing quests? Barnaki is not noted.
- Is RecruitMaster: Personnel Officer?
- Is QuarterMaster: Quartermaster?
- Is Tippable Brahmin: Special Encounter 22 only.
- Can Barter: Can Barter? Trade goes with everyone with whom it is possible without it.
- Barter in BOSScript: can I trade in BS currency?
- Can Gamble: Can Gamble?
- GambleHate: hatred for gambling? The greater the value, the greater the hatred?

1.2.1.3. Name
- Display Name: name to display in the game and to identify in a row game files(more on that below). Because prefab-character is created, it is better to write CORE_prefabX by analogy with the rest of the prefab-characters (instead of X - a number; if there are no other prefab-characters, then 6).
- customName: name given to the character at creation ( Make in FT Tools or when creating a character at the start of the game).
- Tag Name: ?
- Broken: whether the character is broken. :) I think only for turrets.
- Player Index: ? The default is 0.

1.2.1.4. Image
- Sprite: specifies the path to the sprite. Originally - sprites/characters/Tribal(Fe)Male.spr. The sprite changes depending on the armor being worn.
- animationRotation: ? The default is 0.
- Base: the main color of the clothes.
- Skin: skin color.
- Hair: hair color.
- Team: additional clothing color.
P.S. It is better to change colors through Make, because somehow they affect the color of the muzzle flash when fired.

1.2.1.5. BaseAI
- Nature: behavior. Does not apply to prefab characters and characters controlled by the player.
For opponents and other characters: Default - ?; Dummy - mannequin; Critter - animal; Coward - coward; Aggressor - aggressive; Squeeler - ?; Patrol - patrol; RepairBot - robot mechanic; Turret - turret; Looter is a robber.
- Tactic: tactics of action. Does not apply to prefab characters and characters controlled by the player.
For opponents and other characters: Advance - offensive; Hold - defensive; Retreat - retreat; Flank - bypass from the flanks.
- Use Cover: use the cover of others. Does not apply to prefab characters and characters controlled by the player.
- Use Sneak: use sneaking. Does not apply to prefab characters and characters controlled by the player.
- Sleeping: a sleeping character (as a raider in mission 1). Does not apply to prefab characters and characters controlled by the player.
- Taunts: the type of shouts that appear above the head. Also, perhaps, it does not apply to the prefab-character and characters controlled by the player.

1.2.1.6. body
- Make Dead: dead character.
- Death Type: Default death type. Some weapons or shooting modes change it as the game progresses.
Types of death: Normal - normal; Explode - torn apart; Cutinhalf - cut into two parts; Electrify - death from electric shock; Melt - melts into a puddle; Fire - burns; Riddled - death from multiple bullet hits; Bighole - a large hole in the torso.
- Unconcious: the character is unconscious.
- Unconcious Time: how long the character will be unconscious.
- Injured<...>: wounds in various parts of the body.

1.2.1.7. Equipped
- Hand1: item in the left hand. Changes at startup, depending on statistics; what was in hand is moved to inventory.
- Hand2: item in the right hand. Changes at startup, depending on statistics; what was in hand is moved to inventory.
- Armour: dressed armor. Changes at startup; armor is moved to inventory.

1.2.1.8. Inventory
Inventory content. Just be careful not to overdo it by adding a few miniguns and a couple of hundred thousand ammo (2000 .50 Cal DU weighs 1800 pounds).
- add/del: add/remove.
- Count: number.
- Non Lootable<...>: Inventory that cannot be looted. Must be 0 for prefab character and player controlled characters.