Recent content by nadeauhugo

  1. nadeauhugo

    Fallout Tactics mod The Sum (1.8b)

    Ah hi Guzer, Yeah with pleasure! There are in fact two places where an elevator can be found, in the community of Archipel (near ex-Montreal) and also in Eternity (north-west of Chicago). I think you are refering to Eternity. I remember the triggers being very simple, but kind of incomplete...
  2. nadeauhugo

    flamer, crits, jinxed questions

    I still recommend you to install FTSE as you can simply install it (2 minutes of your time :P), flag to true all the fixes (hex patches) you want in the config file (FTSE_Config.json), and then continue editing your mod in the exact way you where doing before. You'll have some fixes in bonus...
  3. nadeauhugo

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

    If you want a simple, non destructive way to install a Tactics mod, I suggest you instead follow this procedure. Replace all instances of "Redux" by, let's say, "Ripoff". I remember having tried this mod a while back, and I used this technique. This will let you choose between original tactics...
  4. nadeauhugo

    WARNING about "All alive at exit grids" trigger

    Just got some new input on how the exit grids work in Tactics while testing... If you use the "Mission complete" trigger to gray out the circle of your location on the worldmap, I'm pretty sure that this is when the Fallout Tactics engine will flag all exit grids to always bring you back to the...
  5. nadeauhugo

    When do the Demo Missions take place(and are there mods that incorporate them?)

    I played the demo missions a very long time ago, and I remember having a lot of fun using the different stances (prone, crouch, etc.) back then. I don't think any mod exist that includes them, but I think that would be (kind of) simple to do. As they use only a pre-generated squad, I would...
  6. nadeauhugo

    Fallout Tactics mod The Sum (1.8b)

    Oh I just saw that. Thanks a bunch for the reply. As you can see in the post I just made, I adressed all those bug in my upcoming version, I think you'll like it very much! I added various improvements as well, like some functions to advance time in different situations, and an overhaul of the...
  7. nadeauhugo

    Fallout Tactics mod The Sum (1.8b)

    A quick message to tell you that a new version of The Sum is on the way, the first complete and revised version after the Beta. So, a bit like the 1.0 in some ways. All the bugs that were reported to me are fixed in it, and various improvements are made following comments and suggestions I...
  8. nadeauhugo

    Fallout Tactics mod The Sum (1.8b)

    Thanks a bunch! :D
  9. nadeauhugo

    flamer, crits, jinxed questions

    I don't remember, you installed and tried FTSE? I'm quite sure it solves many burst related problems. Maybe even crit problems. As far as I know, Jinxed just do nothing at all. I would recommend you patch it with FTSE and give this trait a whole new effect.
  10. nadeauhugo

    Fallout Tactics mod The Sum (1.8b)

    For your info, The Sum's BETA is now available for download :D https://www.moddb.com/mods/thesum/downloads
  11. nadeauhugo

    Why is power armor sprite so bad in CTB mode? Could it be fixed?

    This would normally be an easy fix. There might simply be more animation frames for some armors? Or maybe even a slightly different move speed when running (there is a running speed value located in the sprite, I think fixed to 0.5.
  12. nadeauhugo

    Fallout Tactics mod Equilibrium (2.2)

    I don't think I ever heard about the Patch plus elsewhere. The way I see it, you should be able to install the mod from 1.27 easily. All mods I know use this, and sometimes above it FT Improver, which doesn't appear to be needed here.
  13. nadeauhugo

    WARNING about "All alive at exit grids" trigger

    I have been puzzled for a long time by a strange behaviour for the "All alive at exit grids" trigger, that I might understand now. If you guys have experienced the same thing, or something different, I'd be happy to hear from you. So, I added to all my maps a "✓Preserve" trigger to continuously...
  14. nadeauhugo

    Fallout Tactics utility FTSE - Fallout Tactics Scripting Engine (0.56a)

    Yes of course. Here you go : require "FTSE_Crafting" function OnVariableChanged(key,value,iscampaign) local p = world:GetPlayer() local s = world:GetSquad() local fr = world:GetCampaignVar("Francais") local nuit = p:GetAttribute("gainLuck", ACTOR_TABLE_TEMPORARY) --boolean if key...
  15. nadeauhugo

    Fallout Tactics utility FTSE - Fallout Tactics Scripting Engine (0.56a)

    Tganks a bunch! So I tested my working scripts with a container instead of a dead turret, and it works fine, but after a couple of crafted items, it strangely stop working until the container inventory is opened again, then I can fire my scripts a couple times, then it stop working again, etc...
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