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  1. Lexx

    Fallout 2 mod Fallout et tu - Release v1.13

    I don't really understand the question. There is a timer and once that timer is done, mutants spawn and everyone is killed?
  2. Lexx

    require advice in script editing..

    The issue is proto file related, which I explained multiple times by now. Your animal idea has the exact same issue... you can't move them from map to map without crausing problems, since their protos aren't unique.
  3. Lexx

    fallout circle color

    wtf, do it yourself if you think it's that easy.
  4. Lexx

    Where is fallout 1 maps.txt file and city.txt file

    Use a tool to convert the .frm file to .bmp files and then manually split them up into Fo2 tiles.
  5. Lexx

    Where is fallout 1 maps.txt file and city.txt file

    Hardcoded inside the fallout.exe file.
  6. Lexx

    Fallout 2 mod Mutants Rising...

    It's still being worked on.
  7. Lexx

    fallout circle color

    Not possible unless you can hack the engine shit.
  8. Lexx

    Fallout 2 mod Fallout et tu - Release v1.13

    I already explained that the radio has no influence on the mutants inside. The only exception is if you make them panic and raise the base-wide alert.
  9. Lexx

    Fallout 2 mod Fallout et tu - Release v1.13

    As I said, alarm is only triggered if the combat takes too long. If you kill the mutants fast enough (within 3 turns or so), the alarm won't be raised and the teams inside stay on their regular positions.
  10. Lexx

    Fallout 2 mod Fallout et tu - Release v1.13

    Fixt is just setting the mvar as well, same as the vanilla game. You can see the code here.
  11. Lexx

    Fallout 2 mod Fallout et tu - Release v1.13

    Too lazy to watch the whole video, but if you kill the surface mutants fast enough, it won't raise alarm inside the base. The dialog option he picked will make the surface mutants walk out of the map and has no influence on anything inside.
  12. Lexx

    Fallout 2 mod Fallout et tu - Release v1.13

    Only surface mutants disappear. Inside mutants are completely unaffected by it. This is vanilla game behavior.
  13. Lexx

    Fallout et tu 1.9 released!

    Check sfall-mods.ini file in /mods/ folder for more highlight cheat options.
  14. Lexx

    Fallout 2 mod Fallout et tu - Release v1.13

    Probably just shitty traps skill. All emitters share the same script.
  15. Lexx

    Fallout 2 mod Fallout et tu - Release v1.13

    The emitters all work the same way, no matter if red or yellow. If you damage them with explosives, they are broken.
  16. Lexx

    Fallout 1.5: Resurrection

    NMA was always political. Now stop this bs or we will start deleting.
  17. Lexx

    Fallout 2 mod Fallout et tu - Release v1.13

    Are you sure you didn't press cancel or esc? This is very certainly not an ettu issue. Like, 110% certain.
  18. Lexx

    Fallout 2 mod Fallout et tu - Release v1.13

    If you want it investigated, a savegame is needed.
  19. Lexx

    Fallout 2 mod Fallout et tu - Release v1.13

    You don't need to be strong, just smart. Get a robe and sneak into the Master's Lair. Then with some lockpick and science skill, you can get to the bomb and destroy the cathedral. Yes you need meta knowledge to pull this off, but I don't see the issue in that. Nowhere is written that someone...
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