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  1. Bigwilleh

    Navigation and line of sight to ground

    Hello, This one is a bit hopeful, but I thought I'd ask anyway since theres a couple people in here with tremendous depth of knowledge about modding the game. Is it possible to get into the game engine to modify the navigation and line of sight checks? For line of sight, I'd like to add a...
  2. Bigwilleh

    Actor movement speed

    Success with the mutants! Also, I discovered that mutants crouch walk twice as fast as anyone else (at full stand walking speed) for some reason...would never have noticed that otherwise because I essentially never use crouch walking.
  3. Bigwilleh

    Actor movement speed

    I suspect that the Fo:T Redux installer nuked the sprites folder. I checked, and the only sprites files I had in the folder were a) from Fo:T Redux, or b) from Fo:T Equilibrium. I copied without replacing from my backup install, and we'll see if a) it works and b) if I can fix up the movement...
  4. Bigwilleh

    Actor movement speed

    Found the correct folder, but for whatever reason the only sprite library in there is in fact the one I found before (for the reaver male). Weird.
  5. Bigwilleh

    Fallout Tactics mod Equilibrium (2.2)

    Interesting workaround. Does it work around perks that add stats? (If so, I'm guessing those perks work by applying a modifier rather than modifying the base)
  6. Bigwilleh

    Fallout Tactics mod Equilibrium (2.2)

    Yeah, guilty as charged. I'm guessing the FT Tools entity editor overwrote something you wrote in that allows him to use his armor?
  7. Bigwilleh

    Fallout Tactics mod Equilibrium (2.2)

    I found Dogmeat's armor in Coldwater, but couldn't figure out how to equip it on him. Is there a special way your supposed to put it on him?
  8. Bigwilleh

    Actor movement speed

    Dog speed does need a bumpup, yeah...they keep up with humans and ghouls, but they should at least be able to keep up with deathclaws, if not significantly outpacing them due to dogs inability to do anything but sneak and attack (whereas deathclaws make very good sappers and...
  9. Bigwilleh

    Fallout Tactics mod Modifying perks

    Beautiful! You sir, are a gentleman and a scholar!
  10. Bigwilleh

    Actor movement speed

    Is it possible to modify actor's movement speed? Specifically, I want to change super-mutant movement speed to use the same scaling as other humanoid actors. It seems silly to be that a super mutant with 8 agility runs about the same speed as a ghoul or human with 4.
  11. Bigwilleh

    Fallout Tactics mod Equilibrium (2.2)

    I had a look at it with a hex editor, and by the looks of it I don't have the appropriate knowledge to interpret what it is I'm looking at. Do you have documentation somewhere that gives information about where the perk tables are, and which bits affect which components / how? (I know I...
  12. Bigwilleh

    Fallout Tactics mod Modifying perks

    I had a look at it, and it looks like it scripts hex edits to the executable. This seems like it would mostly be useful to someone who is already proficient with hex editing, but I have no idea how it works. Its something on my to do list to look into it.
  13. Bigwilleh

    Fallout Tactics mod Equilibrium (2.2)

    If anything, adding the zone-wide "if type brotherhood is dead, set hostile" trigger could rapidly give the idea that the player buggered up, preventing them form potentially saving over a lot of progress. EDIT: On a related note, how do you modify perks? As I mentioned in the general Fo:T...
  14. Bigwilleh

    Fallout Tactics mod Equilibrium (2.2)

    Recommended addition to all bunkers along these lines: If (any entity with team brotherhood is dead){ brotherhood.setAllegiance(human, hostile); human.addkarma(- a poopload); } The bunker medic sells suicide pills. I decided to use suicide pills on a random guard to obtain machine gun...
  15. Bigwilleh

    Fallout Tactics mod Modifying perks

    Hello, How does one modify perks? I'm having a look at equilibrium, and making some balance and design tweaks to get it to my liking (dramatically increasing the risk, xp reward, and ammo/consumable reward for random encounters, adding rare spawn boss creeps to humanoid random encounters...
  16. Bigwilleh

    Unintended target behaviour, and vehicle weapons

    I suspect the game code of possible vestigial script then, because if you cluster a squad togethor and tell them all to aim for eyes, it only takes about 2 trigger pulls until at least one of them is blind most of the time.
  17. Bigwilleh

    Unintended target behaviour, and vehicle weapons

    In terms of dealing with players inside the car, I have in mind that the trigger for it is car in replacement zone, pre-requesite item is only item in upgrade NPC's inventory (to avoid hung scripts on multiple items), and all player entities in exit grid...a) to instill at least some feel of...
  18. Bigwilleh

    Fallout Tactics mod Xkcon's ultimate rip off (0.895)

    Good evening, I've nearly completed my first playthrough of your mod, and I thought I'd leave a few thoughts about some things that could be changed. Overall I really enjoyed it, but there are a couple things that could use some work: Balance Recommendations 1. Re-chamber the sniper mark II...
  19. Bigwilleh

    Unintended target behaviour, and vehicle weapons

    Hello, Two things to ask about today: game behaviour when an unintended target gets hit with aimed shots, and vehicle weapons and/or how they can be implemented. 1. Is it possible to modify the game such that hits on unintended targets from aimed shots behave like an un-targeted shot instead...
  20. Bigwilleh

    Fallout Tactics mod Xkcon's ultimate rip off (0.895)

    I've been playing with this mod, and have been having issues with doors in towns that trigger hostile behaviour crashing the game to desktop. Has anyone else had this problem, and if so, is there a fix for it?
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