Recent content by Zoinker

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    Slavery in Fallout 3

    To anyone wondering about karma differences for evil npc's, the karma reward is tied to the mezzer dialouge (which is shared with everyone in the "canmez" faction). In order to have different karma for different alignments I would have to make at least three unique versions of each dialogue...
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    A Fallout 3 mod for you original WASTELAND fans...

    Pure awesomeness! A quick question though, is there any way to cure Wasteland Herpes, or is it permanent?
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    Slavery in Fallout 3

    Sorry for the bump, but after fiddling with the SDK, I found out what controls messer immunity, or rather, messer vulnerability. In order to make a character messerable (pun not intended) it must be a part of a faction called "MS13canmez". Characters that are always stunned when messed must...
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    a simple mod idea: no run if SNEAK skill is on

    Not really, since such a mod wouldn't allow you to run while in sneak mode (If I understand the OP correctly) but will force your character to walk while in sneak mode in case you have autorun on. If you mean it would prevent the character from running even if it has the silent running perk...
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    Slavery in Fallout 3

    Well the collars belong to the slavers of Paradise Falls, and they will detonate them if they see them going anywhere else than directly to PF, so you'd at least have to make a stop at the Slaver Camp first if you'd want to keep the slaves.
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    Slavery in Fallout 3

    I'm glad to see all the feedback my idea has been getting, but I was sorta hoping to get some pointers on how to make it possible. I've been looking through the game files but haven't found any way to alter the mezzer effects on characters yet, so any pointers would be welcome.
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    Slavery in Fallout 3

    I don't really have a problem with bad karma from enslaving raiders, but I guess a somewhat lesser karma drop for enslaving evil people would be ok.
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    Slavery in Fallout 3

    I was wondering if it would be possible to change certain named characters so that they could be stunned by the mezzer (and thus enslaved), since this would imo make slaving much more fun. I was thinking about the possibility of a Slaver Mod of sorts that would make every character...
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    1.3.3 patch and water chip time limit

    I think the patch only removes the time limit on the quests you get after you finish the water-chip quest (though I'm not sure).
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    Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

    There is a 13 year old time limit (Which should be more than enough to finish the game) but I don't whether this patch disables it or not, or whether playing an extended game (i.e. continue playing after finishing the main quest) allows you to play indefinitely. As for v1.3, I'd say wait for...
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    Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

    He said he'll release it before fallout 3 comes out so I guess the 28th at the latest (Unless he means the European date, which is the 31st, but I doubt it). Heheh, same here. Just finished Fallout 1 and wanted to play Fallout 2 a bit before the third game comes out. Can't wait for both!
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    Military Base force fields in TeamX patch

    Yeah, I finished the game yesterday by using the radio trick and the robot to destroy the level 4 force field (Thanks to Per Jorner's walkthrough). It's actually a much more convenient way than using the tools since it turns off all yellow force fields on a level. I noticed two other glitches...
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    Military Base force fields in TeamX patch

    Thanks for the tip, but shortly after posting the thread I decided that I wasn't satisfied with my character build anyway so I decided to uninstal the game, delete my savegames and then reinstall it with the 1.3.4 patch. Then I started a new game from scratch and am now again at the military...
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    Military Base force fields in TeamX patch

    Darn! Any way to work around this? I've already used the computer on level 1 to turn the fields of once and can't do it again and I've killed Harry and the mutants in front of the base that would take me to the lieutenant so i can't do that.
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    Military Base force fields in TeamX patch

    I'm using the teamX patch (version 1.3.2) for Fallout 1 and I've run into a problem: Basically, when in the military base, using the repair tool on a yellow force field emitter does nothing, even if the message box tells me I've temporarily disabled it. My repair skill is at 82%. Basically...
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