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  1. C

    Easy question, I bet!

    actually if he saved at all after going to vault city it will use the one from the save data and not the new one.. he doesn't have to BE in vault city when he saved.. so you have to use a save from before you went to vault city for the first time.. hope you followed the golder rules...
  2. C

    Changing the Starting Location

    trouble is, the fallout 2 exe is copyrighted, and you are specifically banned from distributing it in any form ( that includes renaming it and editing it ) by the eula that comes with the editor ( a tool no doubt needed at some point in the making of a fallout 2 mod.. unles you use 3rd party map...
  3. C

    Help with scripting

    it's a hard coded perk.. powered armour.. that the engine uses... so you'd have to hack the .exe to change the value... you could always edit the dude_obj script so that when you wear the armour it increases your base strength by 2 and then reduces it by 2 when you remove it..
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    Scenery "floating" over scenery

    use a program called FRMWORKSHOP where you can set the offset of the artwork so that it is above the table.. ( might take a few tries to get the setting right..) alternatively, why not just make a frm of the table with the thing already on it then script it to change it to or from the...
  5. C

    Help with scripting

    the text highlited in red is added by me and should cure your problem procedure goto3 begin --op_gsay_reply(0, op_msg_string(320, 106)); --if (op_local_var(6) == 0) then --begin ---op_giq_option(5, 320, op_msg_string(320, 107), @goto3a, 49); ---op_giq_option(4, 320, op_msg_string(320...
  6. C

    Help with scripting

    the reason is that you didn't extract the scripts.lst file from the master.dat.. or copy the one that comes with the FSE to the right directory..
  7. C

    peacefull critters... arg

    post your script scource here for us to look at..
  8. C

    Help with scripting

    the message editor should save a temporary version of itself whenever you click off it... at the moment, if you make edits to the .msg file and then clik on the script to, for example, scroll down to see your message reference numbers, it loses the changes... a drop down box for global...
  9. C

    Scripting Notes

    global variables can be found in global.h in the scripts\headers folder that comes with the official mapper.. item numbers ( PID's i'm assuming you mean??? ) are stored in itempid.h in the headers folder.. critter numbers in critrpid.h scenery in scenepid.h please note that these...
  10. C

    Help with scripting

    @ Jargo.. ah so that's why it won't compile.. does it HAVE to be the wcc386 file since i'm using XP which is classed as NT and use the NT precompiler.. also, does watcom have to be in the same directory as the fallout compiler? at the moment my watcom is installed to the default folder of...
  11. C

    Help with scripting

    to test your scripts properly in the editor, edit the mapper2.cfg file and alter the line that reads run_mapper_as_game=0 to run_mapper_as_game=1 the mapper then runs like the game when you enter the game mode.. critters attack, lighting works right etc.... the only drawback to...
  12. C

    Hard Coded

    yes you set the default starting hex with the editor when you make the map.. go to "scripts --> set start hex" then click the hex you want to "spawn" on when you enter the map.. of course the map script can overide the start hex and start you in a different place..
  13. C

    1-handed to 2-handed

    check the tutorials for editing prototypes.. it's to tiresome to explain it to every newbie... they're on my site, or here at NMA in the downloads section, or over at DAC... as a side note to odin.. you might want to bundle the tutorials in with the mapper in a zip....?? just a thought...
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    1-handed to 2-handed

    since your hanging round Jargo.. love the FSE.. but the first link on the english downloads is corrupt.... sort it out..
  15. C

    Modifying the worldmap

    worldmaps are made up of "tiles" that are 7x6 squares each.. a worldmap has to have a number of tiles that is a A x B number ( ie 4 x 5 = 20 tiles.. 3 x 3 = 9 tiles etc.. ) the number of "tiles" across is set in the ../fallout2/data/data/worldmap.txt file near the end by the line.. [Tile...
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    Compiler error

    blatant plug alert!!!! go to my site for the "setting up for compiling" tutorial... or alternatively, they hav copies of my tutorials here at NMA..
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    Some Questions on NPCs or Encounters

    1+2, no idea.. 3. edit worldmap.txt and increase the percentage for each instance of the type of encounter you want to increase in each of the encounter tables..
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    Silly Question Here

    kids these day's.... "I'm a super computer H4x0r.. I can bring down multi million dollar companies at the click of a mouse...".. yeah, as long as it's got a GUI.....
  19. C

    Ok, a question FROM me for a change...

    problem is we need it for an armour mod... to make it 100 percent rad resistant, but without the added benefits of power armour...
  20. C

    Ok, a question FROM me for a change...

    instead of answering everyones questions, it's time for me to seek the wisdom of the modding gods.. where / how do you add new perks to fallout 2?? I've searched everywhere, looked through loads of scripts, and the best I've found so far is the descriptions in the perks.msg file in the...
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