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    Fallout 2 with RP 2.3.3 : I can't extract a brain from a companion

    I disagree. It really isn't much trouble at all, unless you want to edit multiple scripts. Endocore wrote his mods in decompiled scripts without headers. MIB88 is doing the same. They use noid/ruby while I much prefer int2ssl/sfall script editor.
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    Fallout 2 find johny quest bugged

    I think you just have to set global variable 693 to 1 and then talk to Balthas. If that don't work you can download a fixed Balthas script. Just search my posts for 'Johnny' and you should find it.
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    Removing karma gains from killing evil critters

    Every critter (npc) have a script. And every one of those scripts have code for what happens when the player kills them. You will either have to change the macro code and compile all evil critters in the game and then replace those scripts, or decompile the scripts and edit them individually and...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I reported this 7 years ago in this very thread. It's only partially broken. http://www.nma-fallout.com/posts/3923314/
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    Mapper keys 1.6

    While you probably can't add a new map location into your savegame, you can certainly edit an existing map in it and get your house that way. This really isn't the right thread for this though. So if anyone wants to know how, start a new thread and I'll answer there.
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    Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

    I didn't actually check which settings exists in the AI. Looking closer I think you are right. He he, I think that's what happend to TeamX as well. Not to replace that specific line, but was wondering if it could be a good idea to have an option to list some of the NPC's more important...
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    Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

    @Sduibek As @Muttie and @gustarballs1983 have been discussing, here's a more concise list of what should be done to the protos of the Power Armor wearing NPC followers... Add the +3 St to the base and not the extra. If left in extra the game will not instantly update all strength based values...
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    Fallout 2 utility Fallout 1/2 Critters Editor

    @Sduibek You can edit ID number. The save button doesn't get activated by typing in the 'ID number' field, so you have add and remove a number for one of the stats first.
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    Fallout 2 mod RP GVAR for formating Hubologist's computer?

    Oh I misunderstood. It's GVAR 361 you are looking for, but it's a flag so it works a bit differently. What you need to do is subtract whatever that number is with 262144, that should stop the hostility.
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    Fallout 2 mod RP GVAR for formating Hubologist's computer?

    They go hostile when you format the hard drive anyway, so you might as well fight your way in instead of out.
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    Fallout 2 utility Fallout 1/2 Critters Editor

    I don't think Party members can get poisoned or radiated, which makes those values totally irrelevant. Or am I remembering wrong here? Anyone?
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    Fallout 2 mod Did RP disable New Reno's punching bag?

    Yeah I'm not disagreeing with you, but changing stuff like that was never really what the RP was about.
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    Fallout 2 mod Did RP disable New Reno's punching bag?

    That kinda falls outside the scope of the Restoration Project though, as it's neither a bug fix nor a restoration. It's a game with a talking spore plant...so I wouldn't go too deep looking for logical reasons.:) Besides, why would every punching bag give you a one time +5 to your unarmed...
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    Fallout 2 mod Did RP disable New Reno's punching bag?

    Ha ha, don't worry about it. I was just joking a bit as I seem to recall a sudden influx of punching bags giving skill bonuses, after your enhanced maps were first incorporated into the RP.:-) The script shouldn't be attached to any other punching bags than the ones in SAD. That was corrected...
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    Fallout 2 mod Did RP disable New Reno's punching bag?

    One of the modders got a bit overexcited while visualy improving the maps (right @.Pixote. :P). Nah, but it was a mistake that slipped through the beta testing for an older RP version, and was removed when discovered.
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    Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

    I just looked at Tycho's base proto from the NPC mod and you are correct. Why the fuck would they change it like that? Per's numbers are the correct ones that the game actually uses. Fallout1 have different rules for adding bonuses than Fallout2. Not sure where the numbers on the wiki comes...
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    Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

    Could it be that the skill percentage you are looking at is raw proto data, while what Per has listed is in-game values (when agility and strength bonuses etc has been added on)?
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    [ANSWERED] What is the formula in Fallout 2 for avoiding Random Encounters?

    Minus your Outdoorsman skill and Motion Sensor, again capped at 95. So the higher your skill, the less XP you get. The maximum XP you can get is 99, but that only happens when you have a 1% chance to pass the check. The minimum XP is 5% (in an area with an encounter difficulty of 0), but goes...
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    [ANSWERED] What is the formula in Fallout 2 for avoiding Random Encounters?

    Hello, been a while. :grin: Yeah you are correct. Because of the 95 cap, a too high Outdoorsman skill is pretty useless. That extra 50% roll check from the car does up the probability to 62.5% in your example though, so there is that.
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    [ANSWERED] What is the formula in Fallout 2 for avoiding Random Encounters?

    I'm pretty sure Per Jorner wrote something about this, but his Fallout Guide seems to be down. Anyway, from my own experience I think it works something like this... The game takes your Outdoorsman skill (or a party member if any of theirs is higher), adds + 20 to that if you have the motion...
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