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    Mapper2 - Lighting (indoor/outdoor)

    If all of the above is correct I don't really know what it could be, sorry. If you upload the map I'm willing to take a look at it though.
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    Fallout 2 mod Unofficial Fo2 patch thread - problems, reports, suggestions

    I understand where you are coming from, but for me at least it would be a terrible thing. I don't post every 30 days so my account would be gone, as would most people from the modding forum I'm sure. What about all the helpful posts that would be gone? Then people can no longer search for fixes...
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    Mapper2 - Lighting (indoor/outdoor)

    Is that by your doing or some modded script? That is not necessary as the game will look for certain procedures on it's own such as map enter and map update (all those procedures are described on the last two pages of the Fallout_Editor.pdf). Anyway, I have two questions for you. Did you set...
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    Fallout 2 mod Unofficial Fo2 patch thread - problems, reports, suggestions

    He even said he "will" do one more update of the RP. If that actually happens though... :shrug:
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    @Kamehameha Try with only this: [62] STR=1 PER=1 END=1 As for the code, maybe something like this? variable worn; if (critter_inven_obj(dude_obj, 0) != 0) then begin worn := obj_pid(critter_inven_obj(dude_obj, 0)); end if ((worn == 3) or (worn == 232)) then begin
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Oh that one. I was talking about it in the RP thread not so long ago, thinking it would never get fixed without Timeslip. So I'm happy to see this fix. Thanks.
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I'm wondering what this one is about: How does this bug (and now the fix) affect the game?
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    Where do items given to NPCs go?

    Sometimes items are placed in the inventory, but most of the time they are simply destroyed. I would guess it's for game balance reasons.
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    Mapper2 - Lighting (indoor/outdoor)

    You need a map script for that, or in case you do have one you need to change light settings in it. The light is decided in two places in the script. First in "procedure map_enter_p_proc" (sets the light level of the map depending on the time you enter it), and second is "procedure...
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    help with health regen mod

    @Kothyxaan If you "...want to make a script so that all living creatures...regenerate health", wouldn't that have to be a sfall script? I'm not sure if it can be done in one script, but if it can you will need to learn how to use sfall. The other option is to add your regen code into all the...
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    Fallout in Fallout2 engine

    It's not really in a playable state yet. Or I guess it is, but it's far from complete.
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    Fallout 2 mod Fallout 2 Restoration Project 2.3.3 (Unofficial Expansion)

    Serious question: How do you figure you get to decide what is adequate information when asking for help with something you do not understand yourself? :scratch: I mean, you suggested it was a bug. I was going to look into it. I say it's not enough info. You don't fix bugs yet claim that it is...
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    Fallout 2 mod Fallout 2 Restoration Project 2.3.3 (Unofficial Expansion)

    Maybe I was trying to tell you something in a more fun way? You know, SOMETIMES words are just words, but SOMETIMES they hold a deeper meaning. ;) @valcik , nice link, gave me a few laughs. :lol:
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    Fallout 2 mod Fallout 2 Restoration Project 2.3.3 (Unofficial Expansion)

    SOMETIMES you hear people claim to be mind readers, but as far as I know, we don't have any here.
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    Inventory volume in critter .pro files?

    That info comes from me, so you know it's rock solid. ;) Seriously though, I tested your proto in the Mapper's "play mode" and it works to plant stuff on him. But if you want it working in a real game you want to edit Skynet's base proto instead (00000079.pro). I have no idea what other effects...
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    Anyone Know a Mod That Lets me Tell Dogmeat to Wait and Only That?

    Why don't you download F1_NPC_Mod_by TeamX, from the Fallout Database and only take junkdog.int and JUNKDOG.MSG from it. As I understood it that mod does exactly what you want. Just look at the file structure of the mod and place the files you want in the same place in your game folders
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    Inventory volume in critter .pro files?

    Body type in the proto, that's where you wanna look.
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    Fallout 2 mod Megamod version 2.46 Bug Reports and Suggestions - Closed

    Yeah but what was it when you were down in the tunnels but BEFORE you found the bodies? I was trying to find out which script was not working. Did you get 500 XP points when you found the bodies? If so it's an old map and an old script, and if you didn't it's not an old map but something wrong...
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    Hi-Res Patches for Fallout1&2 & the BIS Mapper

    I believe you need to have the "dev" folder set up exactly like this: C:\Fallout2\dev\proto\walls
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    Fallout 2 mod Megamod version 2.46 Bug Reports and Suggestions - Closed

    OK, I haven't been following everything in this thread so by the way you and MB88 have been talking I just assumed you where playing with old save games. Besides, all the symptoms point to that. Here is how the quest works... Get the quest from Marcus: gvar305 = 2 or 3 Enter the ant caves...
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