Recent content by notdefix

  1. notdefix

    Fallout 2 mod Fallout: Nevada (extended)

    If you provide the right translation, I'm sure people here can help with updating/changing the artwork accordingly.
  2. notdefix

    Maximum mod version compatibility

    @MIB88 , I'll include the script sources when I release the mod, so it should be easy to modify and recompile them if needed.
  3. notdefix

    Maximum mod version compatibility

    That's exactly what I would like to prevent :-) manually keeping multiple projects in sync is a pain, unless the task can be automated.
  4. notdefix

    Maximum mod version compatibility

    I could simply copy the map over, but I have quite a lot of new scripts, 3 global variables, some new items, walls, scenery, etc. So, since the references to those scripts/items/wall/etc are in a files (Scripts.lst, items.lst, etc) that simply list the assets, I would have to add my assets to...
  5. notdefix

    Maximum mod version compatibility

    My mod replaces the Toxic Caves, which have been nearly completely redone. Other than the Toxic Caves, nothing has been touching (except some minimal changes to the text-file for Smiley). So I would hope that compatibility issues would be minimal. Patching sounds most interesting. Does it allow...
  6. notdefix

    Maximum mod version compatibility

    Hi, I've nearly finished my mod (only need to write one more holodisk). Right now, I've modded it of vanilla Fallout 2. However, I guess, nearly nobody is playing vanilla any more. What would be the best method to make my mod as widely available to players as possible? Should I merge it into...
  7. notdefix

    Character code for bullet-char?

    It works, thanks.
  8. notdefix

    'Vaults for human experiments' cannon

    At what point was the whole 'Vaults for human experiments' cannon introduced? was it already present in Fallout? was it introduced in Fallout2? or later? Do we know if the Vanburen project continued on this storyline?
  9. notdefix

    Character code for bullet-char?

    Hi, Does anyone how what character code to use to get the fallout font to display a bullet point charcter? (the one within the red box, obviously) Cheers
  10. notdefix

    Approximate Scale of Map Squares in Fallout 1/2?

    I'm aware that this is a very old topic, but I came across it because I wanted to know the scale of the Fallout2 map. I had also created an overlay from Google map data and here is the result. I've included the scale bars from the original Google map source, and scaled them with the overlay...
  11. notdefix

    Looking for Play Testers

    Uploaded a new beta version (beta4). Open questions: - does the map now center on the player upon entering it. - does the jammed airlock door on level 2 automatically open upon a successful unjam check (as indicated by the message, it should open automatically) Known issue: - The text of the...
  12. notdefix

    Fallout 2 mod Fallout: Nevada (extended)

    Wow man, you're a machine. That's a lot of work you chewed through in such a short period of time.
  13. notdefix

    Any art of a human skeleton available?

    Hi, Does anyone know if somebody ever made a human skeleton as art for Fallout? I'm looking for something like Ed, only without the jumpsuit on, to borrow for my mod.
  14. notdefix

    Need help debugging a script

    Hello, I've a script that is supposed to automatically open a jammed door, if the player is successful at unjamming it. The script: For some reason, when I call obj_open(self_obj); from within the use_p_proc procedure, it works. If I call it from within the use_obj_on_p_proc procedure, it...
  15. notdefix

    Can the panel of an elevator be changed

    Hmm, I finally took the time to look into this, but I don't yet see how I could change the art for a single location :-( Let me explain what I would like to achieve and maybe it just turns out it is impossible: I've made a mod that changes the Toxic Caves. In vanilla, the elevator panel for...
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