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    A foolish beginner needs help

    there are NO official tools for modding fallout 1.. fallout 2 however does have an official editor and scripter.. it's a hell of a lot of work to make a totally new world mod for fallout 2.. we've been making our mod for about 18 months now and are still only about 30 percent done with it...
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    Fallout Ger.Vers. and Mapper Problem

    have you read my tutorial on editing / making proto's? ( link to my site is in my signature at the bottom. ) what exactly happens to the proto's? does it delete ALL of them or just the new ones? are you starting the map in the actual game or just re-starting the mapper? the file...
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    two questions

    I HIGHLY recomend getting the FSE ( Fallout Script Editor), it's a great piece of kit that can register your script in the scripts.h file, the scripts.lst file and wherever else it needs to be registered with the click of a button ( and the filling in of a name and description in a pop up...
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    Pipboy... err I mean Vault-Boy FRM and basic mod - Completed

    ooh... great idea... lets nick it lads... !!! make him yellow see thru.... anyway, to the point of my post.. and it's only a niggly little thing, you don't need to edit the pro_item.msg file to add the description ( aside from the fact it would be the pro_crit.msg file.. :) ), the editor...
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    You see: Error

    first an apolpgy to Rosh', this line was supposed to be in friendly jest, the smiley, for some reason, did not get put on it... however, my point was valid, just because his post lacks exact information on exactly what mod he's running, there's plenty of generic advice that can be given...
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    FO2 scripting question..

    is there any way to directly trigger one script from another script, other than using a global variable and waiting for map update to do it?
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    You see: Error

    why do you have to be like that Rosh? the guy asks a question for help and you reply with a stupid answer. bad form for a moderator.. if you don't have anything helpfull to say, then STFU...... anyway.. in answer to your question, it sounds like you're running the vertibird mod where...
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    Help: NPC's and models

    i said that at the top of the page.. and who are you and why do you have our link in your signature?
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    Help: NPC's and models

    there's already an armour mod, but it doesn't work exactly right.. what i mean is, if you put vic in leather armour, he turns into a generic guy in leather armour, not "Vic" in leather armour... read the "patch" thread at the top for more info. it's in there somewhere...
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    One Bridge Too Few - HELP Needed of a Graphic Artist

    hows this? or were you thinking something more high tech? if'n you can't make it into a frm, i'm sure qwerty would be happy to help.. he's just that kind of guy.. ( someone might have to edit the pictures that make up the gorge though, since they're scenery and do some weird stuff when used...
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    New Firearms

    neither does the "fire" movements exist for such things as hammers and spears.. ( FYI I was trying to make an electrified super sledge that did elextrical damage, or had a "lightning" attack up to 4 hexes away.. ... Milnir anyone?? ) wouldn't fire the electrical bolt...
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    Mapper98c, ah hell

    depends what you mean by "change" the scripts.. if you mean assign another script to a critter for example then i'm sure you can do it, but how you do it is beyond me since i don't use the unofficial mapper.. however if you mean alter the existing scripts to do other things, then as with...
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    how to use ANIM_take_out & ANIM_fire_single?

    Copyright 1998-2003 Interplay Entertainment Corp. All rights reserved. */ /* Name: BodyGuard Vignette In Desert Location: Gammovie Description: He kicks ass Log: Please note any changes that have been made to the file in Updated. Then...
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    New Firearms

    YOUR idea?? i've had the same idea, along with just about everyone else who picked up a copy of the editor at some point.. :D
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    New Firearms

    something like this you were thinking of making?? it should be possible to make 2 weapons, and script it so that equiping one spawns the other in you inventory and equips it to the second hand slot automatically.. not an ideal solution to the "integrated grende launcher" idea, but one...
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    how to use ANIM_take_out & ANIM_fire_single?

    you clear the reg_anim for self_obj but then try and animate object g1 if this script is attatched to the critter g1, then this should work.. if not then you might try changing the reg_anim_clear (self_obj); to reg_anim_clear(g1); you also don't define the critter_p_proc procedure at...
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    questions about circles in fallout2 mod

    whaqt exactly doesn't it do? doe he fall over and not get up, does he not fall over at all? does he fall and get up only once? if you can be more specific we could help more.. your english is fine..
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    Item scripts?

    i think i figured out the drugs.. there are 3 possible effects the can have ( chosen from a list.. ) followed by 3 ammounts for each effect.. ammount 0 is the immediate effect quantity.. ammount 2 is the effect quantity after duration 1 has passed ( ie after it wears off.. ) ammount 3 is...
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    Help with scripting

    to be honest, i'm not entirely sure you can add poison or rad resistance... armour does it through the perks, drugs do it through the perks also...although you could add a perk i suppose..
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