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    Fallout 2 mod Megamod version 2.46 Bug Reports and Suggestions - Closed

    Yeah it seems that way. I usually decompile with int2ssl and it looks like it's getting confused with the last bit. return 0; LVar0 := 0; Both of the procedures it had problems with ended that way. When I "decompile" with the sfall script editor it comes out with the correct amounts of...
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    Fallout 2 mod Megamod version 2.46 Bug Reports and Suggestions - Closed

    Maybe it's a compiler/decompiler thing, but usually when a procedure begins it also needs to end. An empty procedure looks like this: procedure timed_event_p_proc begin end When I decompile your Chad script, that "end" is missing, and I can't compile it again without adding it. Again, it might...
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    Fallout 2 mod Fallout 2 Restoration Project 2.3.3 (Unofficial Expansion)

    @killap Chad dialog interface bug with starting combat in broken1 map. Node021 don't close. Not sure exactly what the problem is, but it's something to do with using attack_complex without a proper way to exit dialog. Anyway, just bypass node021 and node992 and change node018 to look like the...
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    Fallout 2 mod Megamod version 2.46 Bug Reports and Suggestions - Closed

    @MIB88 Chad bug with starting combat in broken1 map. Node021 don't close. This one and the next comes from the RP (that is also bugged). Not sure exactly what the problem is, but it's something to do with using attack_complex without a proper way to exit dialog. Anyway, just bypass node021 and...
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    Fallout 2 mod Megamod version 2.46 Bug Reports and Suggestions - Closed

    @alatari , the missing persons quest does work now but if your save game is from an older version of the megamod, you need to play with a save where you have never been to Broken Hills before. To fix your save game you need to set gvar 305 to 7 if you wanted to get paid for doing the quest, or...
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    Fallout 2 mod Megamod version 2.46 Bug Reports and Suggestions - Closed

    Supposedly it stops doors from closing while party members are within 5 hexes of them. Not sure if it's working though (edit: It does work but it's only like 20 doors total that takes advantage of that code in the vanilla game, so not all self-closing doors do.). I think it was only meant to be...
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    Fallout 2 mod Megamod version 2.46 Bug Reports and Suggestions - Closed

    It really doesn't work. Before you can get to any speech or charisma checks Metzger is looking for gvar 823 which you have named "SULIK_SISTER_BROKEN_RECHECKTHIS". I don't think anything is setting that variable to 1 nor do I understand why you would use any other variable than gvar 1123 (as in...
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    Creating a dead body - mapper question

    Place any critter on the map, then push the "K" button on your keyboard and select your critter and it will drop down and play dead.
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    Fallout 2 Sulik Armor Bug

    You are welcome. :) Thanks @NovaRain. I didn't mean that literally, just exaggerated a bit to see how confident you were with the fix. :) As I recall the crash happened because the number of scripts recorded in the beginning of the save file didn't match the actual number of scripts in the...
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    Fallout 2 Sulik Armor Bug

    Ah OK. In all my playthroughs I can't recall ever seeing that. Anyway, you should be able to 'restore' Sulik by using the "edit critter" function in the Fallout 2 savegame editor, right? Also, looking through the sfall changelog I saw something about a "TooManyItemsBug" fix. How does that work...
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    Fallout 2 Sulik Armor Bug

    Upload your save game and I'll take a look. It would also be good if you could say what mods/patches you are using.
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    Fallout 2 mod Megamod version 2.46 Bug Reports and Suggestions - Closed

    You can replace Carson City (crsnmain.map) with the map from megamod 2.45.3 (the last version that was working I believe). That works. What was suggested previously in this thread was to use lars1.map and lars2.map (a different version7design of Carson City) instead, but I wouldn't advice it as...
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    Fallout 2 mod Megamod version 2.46 Bug Reports and Suggestions - Closed

    The Carson City map is either corrupt or some files needed are missing (can't even open it with the Mapper, so I can't tell what is wrong). Maybe possible to replace crsnmain.map with one from earlier version of Megamod, but haven't checked. I looked at Lenny's script and I think there has been...
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    Balancing steal skill

    While I like the idea, I think you've made it too tough if the player is "forced" to take the pickpocketing perk. Also, doesn't the car trunk check for size? If so, hasn't your changes drastically reduced the amount you can place in it?
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Does "DAM_LOSE_TURN" also happen on a crit miss where an NPC misses his next turn? Then it should be possible to get the bug without the knock out, shouldn't it (at least in theory)? Also, the map exit isn't the problem in itself but rather that the NPCs entry in the timer event queue is...
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    Fallout 1 utility Falche Fallout 1 editor

    But isn't there that other piece of shit that works though?
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    Skynet as a sentrybot - Now for the RP

    Since this has been requested I thought it would be fun to try and make this without adding/editing protos, and instead only use scripting and sfall. So here it is. He works exactly the same as before, only cybernetic brain and human brain can use weapons. Instead of small guns skill, his best...
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    Fallout 2 mod Making turrets/bots lootable with sfall scripts

    Thanks, that is what I was looking for. For some reason when I glanced over sfall functions I thought those had to do with how many skill points you get when leveling up. They work fine but initially I had a bit trouble with the numbers adding up as I also used the normal "has_skill" function...
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    Fallout 2 mod Megamod version 2.46 Bug Reports and Suggestions - Closed

    He is, but only once per proto stage. As it is now you can meet his first level several times until you level up enough, and then you can get his next level several times etc. Gvar 764 is used to check if you have killed him, but could also be used to check that you only get one encounter per...
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    Fallout 2 mod Making turrets/bots lootable with sfall scripts

    Nice example and explanation of some sfall scripting that I totally missed.:ok: I found it by searching for a way to edit NPCs skill stats. According to the devs notes and my testing "critter_mod_skill" only works for the dude, so was hoping it could be done with sfall. Do you know if there is a...
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